Great script here. Just a couple of suggestions that would make it fantastic.
Turret commands currently only effect the first turret. I use M3+ fighters like the eclipse alot which have 2 turrets.
Would be a good idea to check for number of turrets then using a while loop to scan through them
eg
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while $nb
dec $nb
$ship = $shiparray[$nb]
$turret.count = $ship -> get number of turrets
if $turretorder == 0
while $turret.count
$ship -> start task 1 with script '!turret.missiledefense.std' and prio 0: arg1=$turret.count arg2=null arg3=null arg4=null arg5=null
dec $turret.count
end
else if and so on and so forth
This will catch all turrets on any docked ship so they all do something while in combat
Also I feel that the equip ship command works better if you specifiy the amount of ware each fighter should have on board rather than amount to add.
eg I have 30 Novas with 2 mass drivers each. I want to make sure that before their next combat mission they all have 20 mass driver ammos and 20 mosquito units as standard. This gives the fleet a more organised approach to re arming.
I've had a play and it works quite nicely that way with a little extra code.
I've also added an argument to ask what class of ship to upgrade. I only want my M4 and M3s to have ammo not my M5s etc.
All in all a brilliant job though. It's become one of my most used addons while organising my fleet movements.
Edit...
Another handy addition that I put in is to have the option screens popping up without having to exit out of the whole command screen then going into player messages.
I've done this by adding
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<t id="1">[center]Welcome to [b]Anarkis Carrier Commands[/b] main menu\n</t>
to the t file then in
- anarkis.cmd.carrier.tactics
anarkis.cmd.set.homebase
added the following code near the top of the file
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$welcome = sprintf: padeid="8510" textid="1", null, null, null, null,null
@ wait 30 ms
send incoming message $welcome to player: display it=TRUE
pops the message direct to the front