I overlooked that because I'm just so used to checking everything with the script editor now.

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Hello LaureatiLaureati wrote:Azz is testing PilotAI with the OCS currently and he hasn't reported any problems to me so far...
Not removing the .pck-file after the FCS MK3 has been installed, won't let your script run, but the FCS MK3 will still be used.Laureati wrote:Also ensure that the default !fight.attack.object.pck is removed, because that file will prevent the OCS from running at all (it will also disable your FCS mk.III if you're using the FCS Mk.III friendly version of OCS)
I already know about this problem and I'm still working to fix it.Mailo wrote:Sorry about the confusion, I meant the error messages were caused by the FCS only, not by a conflict between FCS and OCS.
There were reports in the german forum of people who got several thousand messages in the span of seconds, crashing X3 who had only FCS installed.
Thanks for the headsup about PiloteAI, looking forward to using OCS alongside with it.
It's not as complex as the FCS3 version. The vanilla scripts already used as local variable called 'ACP.action' to determine if a ship was firing or not (not applicable to turrets). I simply took advantage of that and basically wrote ahow did you manage to let the fighters dodge?
Code: Select all
If I am ship's target
and ship is firing
take dodge action
No extra tasks are added. I just tweaked some of the vanilla script calls.Do you use tasks or the main task for that?
Unless of course they use the default !fight.attack.object.pck in which case neither will work. Haha. But I believe the users would be savvy enough not to do that.Not removing the .pck-file after the FCS MK3 has been installed, won't let your script run, but the FCS MK3 will still be used.
Ohh. Very good point. There might be a limited switching delay. If OCS is installed on a saved game where combat is already in progress, then the vanilla scripts would be used. Once a the first target is killed and a new target is engaged, the OCS should activate. However if the ship is on, for example a patrol command then I'm not too sure. I'll have to check the script calls for that. Sooner or later the OCS scripts should take over - usually by the next engagement. It'd however be a good idea to restart patrols, just in case.btw: Do you restart the commands of ships, which are still using your OCS after uninstalling?
Oh, I didn't know that! I guess the OCS would work equally well as the FCS3 in XTM. In other words... DIE LIFEFORM SCUM!!!Is your !fight.attack.object-script compatible with XTM 0.72? ... the XTM team changed the script to work with the life forms in the game.
Check, less double shots.Laureati wrote:Things to look out for: -
1. Staggered missile fire from enemy ships.
Check2. More controlled missile fire from owned ships.
Check in the tailpipe3. More effective missile launches.
They're cheeky little buggers now. Sometimes that stray turret from an npc can be very annoying, lol. They'll get all evasive on me, naughty buggers.4. Dodging incoming fire.
Not had a chance to see it either way yet (still small time, so I end up not being on either side of that... yet). Though I have seem them shove missiles down my throat in a head to head before jutting away.5. Wasp missile tactics.
This is one I am really looking forward to seeing. Already seen more effective yaki attacks (merc guild missions) on stations.5. Anti-capital ship tactics.
It's the same code. Essentially it's an attack.large.object code.Quote:
5. Anti-capital ship tactics.
This is one I am really looking forward to seeing. Already seen more effective yaki attacks (merc guild missions) on stations.
Hey, glad you noticed. My thinking was that X3 (or any space combat sim with fighters) would be fun taking it to a WWII dogfight scenario (the golden age of dogfighting IMO). I've even modded my own personal weapons mod to match WWII fighter weapon stats. Great fun. Think I'll release that as a mod/false patch at a later date.It actually becomes more of an aerial (or lack of air-... ial.. ness) dogfight.
That's a good idea. Since Cartman contacted me when I was in the early stages of modding the combat scripts I made note not to double up on things he already did. OCS Apollo and FCS MK3 will be (and hopefully will always be) complementary scripts, not competitors.I want to get a good feel of this one (and the other handful I shoved in greedily, lol) before I add in FCS MK3 to the mix to help me out, hehe.
Okay that makes things clearer. I actually fixed spamming issues with the OCS Apollo. If they just keep firing them then ... well ... .Sandalpocalypse wrote:If you didn't change anything with wrt to wasps and capital ships i wouldn't worry about it. It was not that they were spamming a lot at once, but they just. kept. shooting them. Ugh.
1. Short-ranged weapons (e.g. PSGs, Alpha IREs, Mass Drivers) will always have a problem attacking a capital ship. There's nothing I can do about that because of the anti-collision protocals. Main aim was so HEPT equipped fighters didn't just fly around the target without attacking.Sandalpocalypse wrote:Well...
Ships still seemed to have a hard time attacking large objects with short range weapons though :[
One criticism I would make about the missile shootdowns, they are pretty much perfect every time. I think it would add to the feel if they were a bit more spray n pray... perhaps less so at really high fight-skills.
I packaged it into my XTM patch spk, that seems to work alright. Supposedly not using the xtm fight script has some effect with the dragons and rock beetles but I dunno, they don't seem any different. *shrug*