[SCRIPT] ULTIMA Weapon v.1 by Droids

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droids
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Joined: Sat, 29. Sep 07, 11:02

[SCRIPT] ULTIMA Weapon v.1 by Droids

Post by droids »

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Quick Info:
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Name: ULTIMA Weapon (Turret's weapon system)
Version: 1
Author: Droids
Type: Turret command plug-in
Description: The "Universal Leader of Tactical Intelligence and Management Autonomy", or commonly known as U.L.T.I.M.A. weapon was designed to handle multiple turret task including missile defense. It also has an in-built scanner system which identifies the best turret weapon for the target object. This system is best used in huge scale battle in which most fleet commander has to focus in war tactics, rather than minding the best weapons to be used and scolding the gun crews for their frequent misses to their targets. Due to the intense pressure in huge scale battle, the purpose of this weapon system can greatly aid fleet commanders in most critical situations.

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Download
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SPK download:
ULTIMA Weapon v1.00
Mirror

Zip download:
ULTIMA Weapon v1.00

Bonus: (UPDATED!!!)
see Read Me for more details
ULTIMA Weapon for NPCs v1.01 (spk version)
ULTIMA Weapon for NPCs v1.01 (zip version)

ULTIMA Weapon Addons v1.00 (spk version)
ULTIMA Weapon Addons v1.00 (zip version)
Added custom job for fighters. This job when assigned to Fighter ships, particularly squadron leaders who have a home base assigned will act as an ‘Interceptor’. With this task a fighter will remain dock in its home base(i.e. Carrier or TLs) when an enemy fighter is in its home base 5km range, the fighter will undock and intercept the fighter. Your fighter ship will engage to destroy the target or lure them near to its home base turret range. This command will remain active unless its given new orders.

The "spk version" of ULTIMA Weapon requires Cycrow's X Plugin Manager for installation.

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Compatibility
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This script is compatible with Vanilla X3 v.2 and Xtended MOD!
I also use this script in DDRS MOD, but I haven't check compatibility issues. I haven't tried it yet with other MODs but i think this script will work along with them. If not, let me know so i could fix it for you.

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Background
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My formulated story while playing with X3 and recently with Xtended MOD.
"...Incoming Transmission...*zzzt* I'm Admiral Revan of the Terran fleet. I'm probably dead when you receive this transmission. 5 hours ago in our time, a massive Sohnen Invasion occurred. On the first wave of the attack, hundreds have died, I could have save them but the turrets of my capital ship-Valhalla are pre-occupied dealing with Sohnen Capital ship which is too tough to bring down due to the nature of its shield. They caught us off-guard, but thanks to Major Laarni's heroism and ability to inspire fellow pilots. We managed to turn the tide. However, a second wave of Sohnen fighters has entered the battle and they attempted to flank us. I ordered Major Laarni and her squadron to intercept the Sohnen fighters. I on the other hand instructed the turret crews on the starboard of the ship to support the squadron while we’re dealing with the Sohnen Capital ship on the other side. The battle is fierce. I saw Major Laarni is in under fire by a Sohnen fighter! I quickly ordered a suppression fire to cover her... And by God! I don't know who the culprit behind the software of the turrets we are currently using. The turret fires on Paranid freighters who are that time just passing by! In the process, it made me watch Major Laarni's ship explode. The explosion is so close enough in the bridge window for me to see, so close enough to let me know that my Laarni died. I couldn't take what happened, I froze and later I realized the X0 is in command of our ship. He ordered jump prep to safe sector. We are defeated. A few hours later, I found myself in my quarters looking at my beloved's photograph. I know, as man of my rank people may think I have an iron heart, but not this time. I blacked-out and in my thoughts I saved Laarni by killing all the Sohnen around me. Later I realized it’s not them whom I killed, I realized I'm alone in the ship holding my polaron-laser and everyone are in the floor... covered in red. My chest is about to burst. I couldn't take this, theres only one way to end this pain...

After the transmission, the Terrans debated in developing a new weapon system...

The result is the ULTIMA Weapon." :lol:

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Features
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1. Fully Automated-All Purpose Turret Control
2. Targeting System - Each turret creates battle plan on how to deal multiple enemies.
3. Fighter Support - For Capital ship assigned as homebase for fighters. Defend fighters from missiles and attackers.
4. Weapon Switching - Auto-switch lasers, but that depends on the battle plan created and energy-laser/shield monitor.
5. Weapon Calibration - Create list of compatible and available lasers in cargo bay.
6. Missile Defense - Can handle multiple missiles like missile frenzy of Xtended MOD.
7. Rapid Fire Control - Reduce wasted bullets and energy, may surprise enemy as it helps hitting targets.

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Overview
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Fully Automated-All Purpose Turret Control
The ULTIMA Weapon system will aid in attacking enemy on sight, protect ship from attackers and missiles, support fighters, switch weapon for every ship class, and when there’s no enemy-it manage all available and compatible lasers in cargo bay.

Targeting System
1. This system scans 7km radius for enemy Capital Ships, Small ships and Stations.

2. Creates battle plan from scanned enemies Priority: Big Ship first and so on.

Battle Plan Generator
This is responsible for creating Strategy on how to deal with multiple targets and decides which laser for turrets to use.

The following are the 4 criteria for Strategy
Strategy 1: anti-Capital and protect ship from attackers
Strategy 2: Support my owned fighters (max range is 3km) and attack other enemies
Strategy 3: Attack all fighters/small ships and protect ship from attackers
Strategy 4: Destroy Station

Weapon Switching
1. This system has preferred weapons for every ship class. However, if the desired weapon is not available the system will try to find an alternative so it won't leave every turret useless during combat.

2. Due to the economic shifting in X-universe or for some reasons, there are times you'll find yourself unable to buy the desired number of lasers to fill all your turret slots. In this case it won't be a problem with this turret system.
Example you're flying with an M2 class ship, and you only have 4 BPPCs. When in combat with another M2, (supposing you’re facing it with your ship's front) the turret system will equip BPPCs in front, and suppose you turn 360 degrees sideways or any rotation you like, your 4 BPPCs will be moved to the turret which have best range to its target M2 i.e. left, right, etc. To make it short, the ULTIMA weapon system utilizes all lasers you have (excluding incompatible lasers to your ship).

3. As I stated above, weapon switching depends on the strategy formulated by 'Battle Plan Generator'. Here the list of how the ULTIMA weapon system categorize every type of lasers.

I made it this way so there will be no restriction in every type of ship.
STRONGEST PPCs, GKyon, Sohnen Beam Cannon, Heavy Missile Gun, Concussion & BEMP (used against M1, M2, Station)
SECONDARY All lasers in 'STRONGEST’ list plus HEPT, Laser Tower Weapon (used against M6, M7, TL)
HEAVY KE, CIG, SBC, AHEPT, PAC, LTW, AEMP, Mass Driver (used against M3, KakM3, TS, TP)
MEDIUM KE, CIG, SBC, PAC, PBE, LTW, AEMP, MD (used against M4)
LIGHT KE, CIG, SBC, IRE, PBE, LTW, AEMP, MD (used against M5)
MISSILE KE, CIG, SBC, IRE, PBE, LTW, AEMP, MD, PSG, FLAK (missile defense mode)
RECHARGE IRE, LTW, BKE, AKE, Mass Driver (recharge mode)
CLOSERANGE PBE, MD, Ion Disruptor (close range mode, used against fighters within 1km range)
DISRUPT Ion Disruptor (for Space Fly: not activated in this script for now)
AREA BFlak, AFlak, PSG, Heavy Missile Gun (Flak/Area Barrier Mode, used against multiple ships)
CAPPING Ion Disruptor, AIRE (Capturing Mode, used against low morale pilots)
UTILITY Repair Laser, Tractor Beam, Mobile Drilling System (will be used in future updates, like pulling out damaged ships from battle!)

Weapon Calibration
1. When there’s no enemy, for every 7 to 14 seconds the turret system updates its weapon configuration list. It is responsible for sorting your lasers in cargo bay whether they are compatible to your ship and categorize them into where each laser is best used. (i.e. Strongest, SECONDARY, etc.) It can save you the time for tweaking which is which and etc. because the turret system is already doing it for you. All you have to do is put some lasers in your ship’s cargo bay. Just make sure that the laser is compatible with your ship. In any case during combat you lost some lasers, you don't have to worry about the config list as the system double check if something went wrong and it will find an alternative laser to be used. Too bad though if you got no spare of lasers.

2. You don't have to worry if you got limited number of lasers to fill each turret bays or worry about on how many lasers per turret to use. The turret system is very flexible and will utilize what you have. Although it’s recommended to have enough lasers for each turret bays to maximize the potential of the ship capabilities specifically its fire-power, and also the ULTIMA weapon system's multi-tasking and multi-targeting feature.

Missile Defense
1. Missile defense is always active. It can also help you practice in missile shooting to find a blind spot of ULTIMA weapon system's missile defense (well that’s if it has a blind spot :twisted: , and that’s if you’re using 'ULTIMA weapon for NPCs' and trying to hit NPCs with missiles)
2. The effectiveness of your missile defense depends on your available lasers. You can pick which laser type to be included in your cargo bay above in Weapon Switching. When dealing with multiple missiles if you have Flak or PSGs, the turret will pick them so it can take down all the missiles fast. But if you don't have one of those, the turret system will shoot the missiles one by one.

Rapid Fire Control
1. When dealing with low morale pilot, it prevents over-shooting the ship when pilot want’s to bail

2. This control prevents to over shoot a ship which is about to explode. This helps in conserving energy; it prevents extra bullets fired away into nothing when the target was destroyed.

3. When dealing with fighters or moving targets, it’s not important how fast and how many bullets you release in order to hit something; it’s actually about being patient-timing. I noticed when a moving target is far(above 2.1km) it reduces the chance to actually hit them specially when the pilot knows your firing at him and his doing acrobatic moves to dodge your bullets. In this case flak is the best, but friendly fire could incur especially when your turrets are supporting your own fighters. As a result, this turret system has 'Firing Solution', which means it monitors if the target is within the range where it’s difficult to dodge the attack. This FS has a range of 1.2km (for fighters), when the target is in this range the turret switch into rapid fire mode. If the target is not in the FS range it has a firing delay in which the turret system tries to hit the target off-guard or surprise it. It also applies to big ships but varies in range.

4. This control also aids in faster regeneration of energy, particularly for lasers.

5. When laser energy is below 10%, its stops firing for a while and wait 'till the ship have enough energy.

Other Feat
1. Flak/Area Barrier: for Multiple fighters and multiple missiles.

2. Energy Monitor: Maintains laser energy at the highest level. The turret system goes berserk (trigger happy) when shields are below 50%. I call it natural survival instinct.
:lol:

3. During combat the turrets try to reach the target by switching different types of lasers available. If all laser fails and the turret still can't reach the target, it immediately switch to its secondary target and so on.

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How to use
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For starters, read this carefully. First thing you need to do is get inside of your favorite ship and start burning your thrusters. Be careful in your flight and don't go Titanic on asteroids, unless you have one of those Goner-insurance. Open up your navigational map and start looking for 'Equipment Docks'. Once you've found one of those docks, click it, hit the auto-pilot and go zooming with the SETA-drive. When you're docked at that station, don't get too over-excited, relax and ask the lady for the best 'Fight Command Software Mk2' that can be installed in your ride. After installing the software, your ship should have a new command in the turret's command menu. But wait! This turret command only works in Big Ships, (i.e. M1, M2,TL, M7, and M6) for the mean time this command is not available for Fighters and other smaller ships. (NPC users; M1, M2 and M6)

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Tips
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Capital Ships Best weapons for these ships are anti-Cap weapon like PPCs so keep in mind to put some anti-Cap weapon in your cargo bay. For M6 and M7 class, some of them cannot use anti-Cap weapons but the turret system can fit them with BHEPT, AHEPT & Concussion Impulse Generator.

Fighter Support The turret system avoids using Flak/Area type weapons in this mode so include lasers in your cargo bay like what I stated above. But the best weapon I could think of is Concussion Impulse Generator. It’s because of its range and when combined with my ULTIMA weapon's 'Rapid Fire Control' it can knock of enemy fighters from afar, particularly the ones attacking your fighters. And also when you hit a target with this laser, it actually tosses a fighter ship and makes it spin. Although it will not kill an attacker instantly but well...If you get what I mean, you can actually save lives.

Fighters and other smaller ships If you want to kill small targets and do it fast, include Flak/Area type weapon like Flak and PSGs in Cargo Bay. But wait! You can also include special weapons like Mass Driver and Ion Disruptor. The only downside of using Flak besides energy consumption is that you could instantly kill a target that leaves it no time for bailing for enemy pilot. It’s up to you to decide which lasers to include or exclude in your cargo bay.

Combat During combat if you include new laser type in your cargo bay, you can only use it once you went to a place where there’s no enemy or no enemy in 7km range. I made it this way so when in your combat, the ULTIMA weapon system already have list of available/compatible lasers. It doesn't need to check your cargo bay for compatible laser or for which class it is best every time it has to switch weapon when targeting an enemy. In this way the ULTIMA weapon scripts run smoothly and could be used by many ships and even NPCs.

Hiding Lasers when not in use I'm a fan of "Russel Cycrow's Master & Admiral d Fire side of World" and "Johnny DeadlyDa's Pirates of the Company Pride", I like how the sailed warships of 17th century hide and show their cannons when in combat or not. That’s why I made my script imitate that manner... (Kidding) When you’re using ULTIMA weapon, a bit later (when not in combat) you'll realize that your turret bays aren't equipped with lasers or in short the slots were empty. Don't be alarmed and try to equip it one by one every time it goes empty. It really behaves that way and it’s not a bug. So in-case you wanted to use other turret commands and you just used this turret system, keep this in mind so your ship won't be flying around without equipped lasers (unless the other turret command selected also has weapon switching).

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Known Wired Behavior
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When you use the commands 'Attack' and 'Attack all enemies' along with my turret command 'ULTIMA weapon system', you may encounter that your ship stops moving. An explanation for that is that your ship is currently not equipped with any laser in all turret slots. Like the old ships in 18th, 17th century the warships of that time only show their cannons when they spotted an enemy - the commands 'Attack' and 'Attack all enemies' works when there are enemy ship in range of 7km. The rest of other commands works well, in case you treat this as a serious flaw just tell me coz I prefer it this way and others may not. Well let me know of what you think and other improvements this script could have.

For now I haven't found any bug and I modified the scripts for NPCs to use ULTIMA Weapon. So far its fun! :D

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Install/Uninstall
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You must have cycrows Xscript installer.
Using that program, you can install and uninstall this script in your X3 game

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Technical Info
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t file reference\text page used:

Code: Select all

7271 - ULTIMA Weapon by Droids

Code: Select all

7401 - Custom Job Addon
Commands used:

Code: Select all

<t id="913">COMMAND_TYPE_TURRET_13</t>  :ULTIMA Weapon System, ULTIMA Weapon by Droids

Code: Select all

<t id="349">COMMAND_TYPE_FIGHT_49</t>  :Job: Interceptor, ULTIMA Weapon Addon by Droids

Code: Select all

<t id="351">COMMAND_TYPE_FIGHT_51</t>  :Job: Sector Defense, ULTIMA Weapon Addon by Droids
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Version History
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v1.00 - Initial release


This script is my first release. I've been playing X3 for over a year now. It’s cool and highly addictive!! Until recently I found something else to do. Frak! Scripting is even more addictive than playing - well that’s according to me and myself.

Lastly, please excuse my English :oops:

Hope you’d like this piece of art, and have fun shooting! :D
Last edited by droids on Thu, 18. Oct 07, 11:52, edited 8 times in total.
User avatar
al_main
Posts: 1379
Joined: Wed, 6. Oct 04, 10:26
x3

Post by al_main »

Looks like an interesting script, as it seems you've taken alot of time to factor in different factors and situations.

However I'd just suggest changing it to leave one laser in the turrets, much like the standard NPC weapon changer script does, as that way the issue with attack and attack all enemies wont arise without needing to start modifying the stock scripts. Unless there was a specific reason why you need the turrets to be completely empty?
Thraxwhirl
Posts: 683
Joined: Fri, 17. Feb 06, 20:54
x3ap

Post by Thraxwhirl »

Sounds interesting.

Will it clash with the Weapon Switcher fix script that I've DL'd from Xai Corp? Just wondering.

I think I prefer the sound of this one though, as the Xai Corp switcher only changes the weapons to suit whatever target it is in range. It doesn't(I don't think) prioritise targets, and defintely doesn't pay any heed to missiles.

Good-sounding script though. Will you be allowing TLs to use it? I hope so, as my TLs see a LOT of combat, and could really do with some weapon automation. lol.
HD the Terran
Posts: 16
Joined: Sun, 14. Oct 07, 05:19
x3

Post by HD the Terran »

I am unable to download using the main or the mirror. At Filefront, I get something about an 'unknown error has prevented the download', at Rapidshare, I get the option to download premium or free, and get to input the code...then 'webpage cannot be found'.

HD
"Will turning on my <CAPSLOCK> key help me to capture enemy ships?" :)

"Why is that rumbling noise getting louder and just where is that Argon Mammoth I just passed, anyway?" :)
johntarmac
Posts: 393
Joined: Fri, 5. Mar 04, 19:47
x3tc

Post by johntarmac »

HD the Terran wrote:I am unable to download using the main or the mirror. At Filefront, I get something about an 'unknown error has prevented the download', at Rapidshare, I get the option to download premium or free, and get to input the code...then 'webpage cannot be found'.

HD
i dont have a problem with Filefont but get the same thing with Rapidshare.
try using Internet Explorer for Rapidshare, gets round the problem for me.

cheers
droids
Posts: 11
Joined: Sat, 29. Sep 07, 11:02

Post by droids »

Hi Thraxwhirl,
Will it clash with the Weapon Switcher fix script that I've DL'd from Xai Corp? Just wondering.
I checked and re-checked the command slots I used with the ones already used by other scripters here in egosoft before I post the scripts, so I think it won't clash with other scripts or with Xai Corp's. Other than that, let me know when something went wrong regarding with my script.

Have fun! :)
droids
Posts: 11
Joined: Sat, 29. Sep 07, 11:02

Post by droids »

To al_main, :oops:
However I'd just suggest changing it to leave one laser in the turrets, much like the standard NPC weapon changer script does, as that way the issue with attack and attack all enemies wont arise without needing to start modifying the stock scripts. Unless there was a specific reason why you need the turrets to be completely empty?
Thanks for idea. I thought about it though. The reason behind why the turrets became empty..; Ex. turret 1 is finish with its targets(or the targets become completely out of range), after that turret 1 will remove all its lasers. First reason, its because it will allow other turrets to use the same laser i.e. PPC, HEPT etc. suppose you only have one PPC laser, if you left that in turret one, other turrets may thought that "hey, i have 1 PPC for my target" end result the turret won't fire coz of that thought or it will fire but with already equipped laser. Second reason, when loading lasers; suppose my turret 1 is equipped with 8 HEPTS, and suppose I have 1 PPC. Then came a Capital ship. Turret 1 will load 1 PPC in slot 1, but the rest of the laser bays still equipped with HEPTs. The end result, the lasers are mixed together.

Anyway, I'm thinking to add a script that will monitor the number of lasers for each type, so when lasers are limited in number compare to turret slots, it will distribute the lasers to every turrets.

About the commands 'attack' and 'attack all enemies'. I'm still undecided whether to put one laser or not in one turret slot. :? hehehe, I'm still thinking other solution for that and ofcorse without altering the original commands 'attack' and 'attack all enemies'. If its not possible then I'll resort to 'one laser in one turret slot'.

Pls. excuse me for being stubborn :lol:

This script is just part of the script package I'm curretly doin (something about Pilot Sim) , its a work in vain if nobody like this one though. :(

Thanks al_main I'll keep in mind your suggestion :)
droids
Posts: 11
Joined: Sat, 29. Sep 07, 11:02

[UPDATE] To all 'ULTIMA Weapon for NPC' users

Post by droids »

Hi

I just want to announce the new update for 'ULTIMA Weapon For NPCs', you can download it with this link ULTIMA Weapon.
:oops: My apologies for the major flaw of that script. It only works when you started a new game(since its declared in init file). Once the NPCs used it & whenever you like to remove the script, the problem occur coz it completely alters the 'turret.swaptask.adv' and therefore the NPCs won't be able to use their original turret commands. So as a solution I made the script act as an 'A.L.' so it can be toggled on/off. When the script is turned-off theres a script that handles the default turret commands which has memory of those Cap ships that uses 'turret.swaptask.adv.', and now it can be switched from ULTIMA Weapon or default NPC turret commands. Its the best solution I could think of but I'm open for better solution.

Well I hope the moderators won't kick my butt for this post. I designed this script to be just an add-0n to my ULTIMA Weapon script and I never thought this will expand and cause problems. So I don't know If I'm going to make this script in a separate post or continue running it under 'ULTIMA Weapon' as part of version 1.01 or so on.

Thats all and have a nice day!
droids
Posts: 11
Joined: Sat, 29. Sep 07, 11:02

Post by droids »

Hey,

In case your encoutering some problems with the ULTIMA Weapon 'Add-on', I re-uploaded the correct and working script. Its now fully operational. :)
killuminati-ita
Posts: 259
Joined: Mon, 28. Aug 06, 15:50

Post by killuminati-ita »

Hey droids great script indeed!
I'm testing it out tonight on my new Otas Boreas (XTM of course). I like the idea of hidden cannons but since i got lot's of flak cannon (alpha and beta) and PPC (alpha and beta aswell) this gonna full my cargobay even if the boreas has 9000 units.
As you may know this huge bay is for the ecells that run the electronic counter measur of the ship, and when all the weapons are hidden in the bay the space drastically diminish.
So all in all, i really like this approach to the turret but would be nice to choose to turn it on or off.

Thx M8! Best turret script so far anyway :D
E POI IL PYTHON E' SGRAVO!! ^^
x0ne
Posts: 173
Joined: Sun, 9. Apr 06, 21:49
x3tc

Post by x0ne »

killuminati-ita wrote:I like the idea of hidden cannons......and when all the weapons are hidden in the bay the space drastically diminish.
Seems to be a little confusion here, what droids means by "hidden" is that your weapons will not be mounted in your turrets when they're not in use - so they'll still be in your cargo bay taking up space whether mounted or not (default game behaviour).

There's actually no real benefit to this method, you can't surprise enemy ships by appearing to be unarmed, and in fact, as al_main has already pointed out it causes the ships standard attack commands to not work properly.

@droids, there's some really good ideas here so I thought I'd take a look, found some problems though so I hope you don't mind some constructive criticism from a fellow scripter?

Took a Python (full load of PPC, HEPT, PAC, FAA, PBE) to a Xenon sector and noticed the following:

Turrets were barely firing at anything and when they did, there was a huge delay between shots fired. I would have expected my turrets to try and quickly take down the 2 x Ks I was up against, but they were just doing minor damage - perhaps one shot every 5-10 seconds? The same happened against fighters too, not so much of a firing delay (around 1-3 seconds), but with PBEs against an L or LX their shields were barely scratched. I supposed against the fighters this could have been the "Rapid Fire Control" kicking in, but when a fighter has full shields and against big ships that can't be capped by default too? Either way my turrets weren't actually destroying much - just a few M5s... and had I not been 'cheating' by resetting my shields a lot I would have been dead very quickly :D

Although I had AFAAs aboard, they were never used against fighters. Not sure why, but the turrets only seemed to use PBEs? I guess this could have been due to the script being in "Fighter Support" mode, but I had no other ships in-sector?

I think all of the above could be due to the script getting confused about what firing "Strategy" to use perhaps - or spending so long deciding that it doesn't fire very often? Wish I had time to look at your code, I might be able to help, but I've got code of my own to write ;)

One other thing I noticed is that the turrets will continue to fire on a ship after the pilot has bailed. You get around this by checking if the target ship is an enemy within the firing loop. If you've already done this then I'm afraid it's not working.

(FYI all of the above was observed on the clean vanilla and XTM installs I use for developing and testing my own work, so there were no other scripts 'getting in the way' - not even my own)

Sorry for the bad news, but like I said before you've got some good ideas here and I'd like to see you succeed in their execution. Just out of interest how have you been testing your script? Could it be that you've modded your game in such a way that your script works for you, but nobody else (sorry, just confused as to how you've not noticed the same problems I have)?

One final thing, I'd like to contest this comment about using the CIG for "Fighter Support":
droids wrote:But the best weapon I could think of is Concussion Impulse Generator. It’s because of its range and when combined with my ULTIMA weapon's 'Rapid Fire Control' it can knock of enemy fighters from afar, particularly the ones attacking your fighters.
The longer it takes for a projectile to reach its target (n milliseconds), then the harder it is to predict where that target will be after n milliseconds. The CIG projectile is slow and it's hard to hit a fighter with one at 1-2km let alone "from afar", and even harder if that target is dodging fire from your own fighters too (i.e. this is why the CIG is being used - for "Fighter Support"). Sorry dude but your reasoning doesn't make much sense, even with a reduced fire rate (in fact, that would reduce your chances of hitting something even further).
johntarmac
Posts: 393
Joined: Fri, 5. Mar 04, 19:47
x3tc

Post by johntarmac »

unfortunately i am having the same problem as x0ne
a couple of fighters get killed by mass drivers but the rest of the time it uses ion disruptors and only seems to fire occasionly
was flying a fully kitted out titan

i think the ports were kept closed on sailing ships to keep out water.
any sailor worth his salt would know how many cannon a particular type of ship could carry so it would be no surprise.
droids
Posts: 11
Joined: Sat, 29. Sep 07, 11:02

Post by droids »

Thanks everyone for the useful info :)

Sorry but I'm actually using my script in my game in case some people there thought I'm not testing my script. The NPCs in my game use also the script in that way it will help me look at the script whenever it does some odd things, not to mention that I'm using 'Argon One' as target practice.
Turrets were barely firing at anything and when they did, there was a huge delay between shots fired. I would have expected my turrets to try and quickly take down the 2 x Ks I was up against, but they were just doing minor damage - perhaps one shot every 5-10 seconds? The same happened against fighters too, not so much of a firing delay (around 1-3 seconds), but with PBEs against an L or LX their shields were barely scratched. I supposed against the fighters this could have been the "Rapid Fire Control" kicking in, but when a fighter has full shields and against big ships that can't be capped by default too? Either way my turrets weren't actually destroying much - just a few M5s... and had I not been 'cheating' by resetting my shields a lot I would have been dead very quickly
I guess thats a bit too exagerated, or are you sure youre using my script?coz the delay for 'Capital Ships' is less than or equal to 4 seconds when above 3km, it prepares its weapon when the target is in 7km and willl fire when the target is in the firing range of the turret. The only thing I noticed when I was in the Xenon sector is that when a Capital Ship fire missiles to my ship, it will stop firing at the ships and will prioritize on the missiles and the turret will stick to the laser with longer range(like flak instead of PSG). I found out that its a weakness so I used swarm missile to make the NPCs stop firing at me and by then I can get close enough without any PPC bullets flying towards me. Well I decided in my game the NPCs will use the script coz its a bit boring when I kill the Cap ships fast. Thats why I find it odd when you can't kill a Cap Ship and like what you've said that its not firing or too much fire delay. :?

Other odd thing that I fixed is within Station and ships other than Cap or Fighters. the turret will use close range weapon when too close to a station(lasers like, MD, PBE, Ion).

About Ion Disruptors, I think its range is shorter than the mass driver thats why its not used often when the targets are out of range. Unless you use the 'Interceptor' job for fighters so it will help you to bring them close enough to Ion's range. (but like what I've said before, i found an odd behaviour when the turret decides to use the longer range weapon, like when it has list of close range weapons it won't switch to other lasers. I already fixed that and it will be in the 1.01 version)

About fighters, i guess thats a bit odd when you can't kill all of them within 10 seconds(thats if their within 3km and you have FLAk). When your own fighters is flying around, it can't hit the enemy fighters if their too far in your Cap ship (thats why I use the Interceptor job for fighters so they will only engage targets within 4km and when they got attacked, they'll fly near to its homebase so the Cap ship can assist them). The firing delay kick in if the Target is above 1.5 km, I haven't got any trouble hitting the targets and I never do special magic in my game. However, I'll check and re-check so I might encounter that problem.

another odd thing that I noticed and fixed for the new version is with NPC's Centaur or perhaps applies to other ship as well, when its surrounded by fighters and since it can't use flak weapon, it uses APSG which hardly hits the target coz of its shorter range.

About Concussion Laser - its only used when an attacker of your fighter is above 2.5km, its used not to instantly kill the target but with just one hit can make the target fly off coarse to its target ship. I played with that using a BlastClaw/Mamba Raider against the fighters of 'Argon One' that uses my script. with great speed I can avoid the CIG and hear the laser's sound near around my ship, when I fly straight line it does hit me.remember when you are in a dogfight agaisnt a fighter and when your using 'LaserAutoAim' the hud marker predicts the ships destination and thats where you should fire, it also applies to turrets , but do not expect it will hit 100% at a time specially when the target is above 3km and your Cap ship is not making any effort to get a better range. For this one I made some adjustment and will be included in version 1.01.

Well Xone, it aint bad news coz criticism is what I'm waiting in this post so I can improve the script and so I could share the same fun I experience with my X3 game to everyone :D

I'm currently preparing the script for an updated version, there are some improvements in there and some fixes to other odd things that I encountered myself.

For now try downloading again the scripts coz you might be the first ones who downloaded it when I mistakenly uploaded the wrong file.
droids
Posts: 11
Joined: Sat, 29. Sep 07, 11:02

Post by droids »

There's actually no real benefit to this method, you can't surprise enemy ships by appearing to be unarmed, and in fact, as al_main has already pointed out it causes the ships standard attack commands to not work properly.
Well, I guess theres a real confusion here :)
The purpose of removing the lasers in the turret slots is to make the laser available for other turrets-I already explained that. You really can't surprise an enemy by appearing unarmed :lol:

I follow the suggetion of al_main, it seems theres no way I could get around with the command 'Attack' and 'Attack all' without altering the original scripts of these commands. as a result I modified my script to equip lasers after a battle or when theres no enemy in range.

again, its included in version 1.01...

ciao :D
x0ne
Posts: 173
Joined: Sun, 9. Apr 06, 21:49
x3tc

Post by x0ne »

droids wrote:I guess thats a bit too exagerated, or are you sure youre using my script?coz the delay for 'Capital Ships' is less than or equal to 4 seconds when above 3km
:) Yes, but don't forget that other factors could have been influencing the delay - turret tracking speed for one (I presume you're not 'cheating' and are waiting for FLRET_FIREFREE before firing, yeah?).

One thing I'm confused about is why have the delay at all? - energy conservation perhaps (my laser energy was at max. btw), or reduced fire for capping (but you can't cap Big Ships without Bail Signal Extension, and that wasn't installed)?

droids wrote:Well I decided in my game the NPCs will use the script coz its a bit boring when I kill the Cap ships fast. That's why I find it odd when you can't kill a Cap Ship and like what you've said that its not firing or too much fire delay. :?
Ok this is starting to make more sense now. The delay in firing would be ok if NPC ships did it too, so you might want to make people aware of that. Without your NPC 'Bonus' scripts, NPC ships have a huge advantage over the player because they'll just keep firing and totally cream you...

droids wrote:The firing delay kick in if the Target is above 1.5 km, I haven't got any trouble hitting the targets and I never do special magic in my game. However, I'll check and re-check so I might encounter that problem.
The distance to target command in the SE doesn't factor the size of both ships into account, so what you get is the distance from the centre of both models. This can present problems with large ships because the guns at the front and rear will be closer than the range reported by the SE. This is evidenced by the fact the script was delaying my PBE fire, and PBE range is less than 1.5km.

droids wrote:with great speed I can avoid the CIG and hear the laser's sound near around my ship, when I fly straight line it does hit me.
Of course. The calculations on where to aim the attacking weapon are based purely on straight line trajectory and fixed velocity, if you change that by moving or slowing down the projectiles won't hit you (unless of course those movements take you to the same spot you would have reached had you just flown straight ahead at a constant velocity...).

droids wrote:remember when you are in a dogfight agaisnt a fighter and when your using 'LaserAutoAim' the hud marker predicts the ships destination and thats where you should fire, it also applies to turrets , but do not expect it will hit 100% at a time specially when the target is above 3km and your Cap ship is not making any effort to get a better range.
Yeah you're preaching to the converted - I know quite a lot about turret scripting... :)

droids wrote:For now try downloading again the scripts coz you might be the first ones who downloaded it when I mistakenly uploaded the wrong file.
I downloaded it quite recently, but I'll take another look for you.
x0ne
Posts: 173
Joined: Sun, 9. Apr 06, 21:49
x3tc

Post by x0ne »

droids wrote:Well, I guess theres a real confusion here :)
The purpose of removing the lasers in the turret slots is to make the laser available for other turrets-I already explained that. You really can't surprise an enemy by appearing unarmed :lol:
That's not what your description said before you edited it! ;)

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