need command "fly to sector and attack all enemy"

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Quattro
Posts: 164
Joined: Thu, 11. Dec 03, 10:37
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Post by Quattro »

Any news of the official Patrol script?? Eagerly waiting...
Royal Galactic Trading Company (Est. 764)

Mobile HQ : Orca-class Auxilliary Ship HMAS Errant Venture

Flagship : Condor-class Carrier HMS Ark Royal
UNCC Rank : Major
NST Squad 2nd In Command
Nova capture tally (current) : 110
Quattro
Posts: 164
Joined: Thu, 11. Dec 03, 10:37
x3

Post by Quattro »

Sorry, but...
Any news of the official Patrol script?? Eagerly waiting...
:)
Royal Galactic Trading Company (Est. 764)

Mobile HQ : Orca-class Auxilliary Ship HMAS Errant Venture

Flagship : Condor-class Carrier HMS Ark Royal
UNCC Rank : Major
NST Squad 2nd In Command
Nova capture tally (current) : 110
Quattro
Posts: 164
Joined: Thu, 11. Dec 03, 10:37
x3

Post by Quattro »

So, any news on the Patrol Script?? :)
Royal Galactic Trading Company (Est. 764)

Mobile HQ : Orca-class Auxilliary Ship HMAS Errant Venture

Flagship : Condor-class Carrier HMS Ark Royal
UNCC Rank : Major
NST Squad 2nd In Command
Nova capture tally (current) : 110
Quattro
Posts: 164
Joined: Thu, 11. Dec 03, 10:37
x3

Post by Quattro »

BurnIt, any news on the Patrol Script? :)
Royal Galactic Trading Company (Est. 764)

Mobile HQ : Orca-class Auxilliary Ship HMAS Errant Venture

Flagship : Condor-class Carrier HMS Ark Royal
UNCC Rank : Major
NST Squad 2nd In Command
Nova capture tally (current) : 110
helmann
Posts: 79
Joined: Tue, 23. Dec 03, 10:26
x4

Post by helmann »

Umm any news on the new patrol script????
Also, what other official scripts can we expect around the corner???
Quattro
Posts: 164
Joined: Thu, 11. Dec 03, 10:37
x3

Post by Quattro »

No news on the Official Patrol Script?? And how about the improved Mk3 Software??
Royal Galactic Trading Company (Est. 764)

Mobile HQ : Orca-class Auxilliary Ship HMAS Errant Venture

Flagship : Condor-class Carrier HMS Ark Royal
UNCC Rank : Major
NST Squad 2nd In Command
Nova capture tally (current) : 110
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
x3

Post by Slugworm X »

Hi guys,

My Unofficial Patrol Pack 3.0 will be out today, if I can finish writing the readme.

It expands on my original Patrol Pack 1.0 Beta. Sectors are only scanned if they have a Adv Nav Sat present, unless it is a home sector scan (ie the Home Sector)

Has the following patrol types:

Patrol Sector: Patrols sector + surrounding sectors in + shape
Patrol Homebase Sectors: As above but from a homebase. Homebase can move, it will rescan the new sectors
Patrol Hombase Sector: Only scans the sector that the homebase is in. Perfect for jumping in sector in a Colossus loaded with Novas....

New Patrols:

Patrol Area: Define a Home Sector, Limits (Upper Left Lower Right) and two sectors to ignore (Presidents end for example) and the ship will move to the home sector and scan the sectors within the area. Perfect for Argon Home Sectors! Sit him at Argon Prime, let him patrol everything except Presidents End and Ore Belt. Will Scan those sectors with your stations in first.

Patrol 5 Sectors: Define a Home Sector and up to 5 other sectors. Moves to Home Sector then scans and attacks enemies in the other sectors.

Additional Features:

All scripts have jump capabilities. This means that for, say Patrol 5 Sectors, the five sectors could be anywhere in the universe.

All scripts have a move to shipyard if hull is less than 70 percent. If the ship gets banged up, it will find the nearest shipyard (big) and move there. When it gets there it will tell you.

Additional Script:

OPTIONAL:

Get ECells: This, when run on a small ship attached to a larger ship, will attempt to maintain the ecells on the larger ship at a predetermined percentage of the maximum hull space. On smaller ships, like the nemesis, it may end up taking the whole of the cargo space. This allows you to attach a smaller ship to a corvette for example, set the corvette to patrol, and it will jump around doing its patrol. When ecells get low, the little ship will drop off and get some more ecells.

Be aware that this last script uses Egosofts basic Get Ware script at the moment, so if the Home Ship moves out of sector a long way (ie jumps back to the home sector) then the little ship could be in for a long fly home.

Well, thats it for this version. It has been pretty well tested. But, as always, something could go wrong. I have been using them for about 3 weeks now, and fixed any bug I have found.

Will try to get them up on XScipting tonight.

SlugwormX
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
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Post by Slugworm X »

OK rewrote the script so that the ecells filler ship now jumps around (if it has a jumpdrive) and the mothership will rejump after it has been filled, once it has completed crossing the current sector.

Tested with Xai Jumpdrive 3.0 with modified Fight commands (315 and 316) and a new game. Tested with and without jump drives. M3 and Corvette class. All patrols seem to work correctly, meaning, of course, that Murphy will strike now while the iron is hot.

Anyway, cannot seem to get onto xscripting at the moment, so maybe tomorrow.

See ya,

SlugwormX
Quattro
Posts: 164
Joined: Thu, 11. Dec 03, 10:37
x3

Post by Quattro »

Great features Slugworm!! :thumb_up:

Does you patrol pack also implements waypoints? (e.g define sectors as waypoints)
Royal Galactic Trading Company (Est. 764)

Mobile HQ : Orca-class Auxilliary Ship HMAS Errant Venture

Flagship : Condor-class Carrier HMS Ark Royal
UNCC Rank : Major
NST Squad 2nd In Command
Nova capture tally (current) : 110
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
x3

Post by Slugworm X »

Quattro,

Nope. I went away from the waypoint idea. I figured instead of patrolling backwards and forwards, I would have the ship hang out in a sector (Home Sector) and scan various sectors for enemy activity. When it detects an enemy in those sectors, it jumps straight in, deals with the threat, then jumps back out again.

The smaller ships with jump drives will attempt to fill up with ecells when they dont have enough, and the Corvettes and such can have a smaller ship attached to them running the Ecells script, which will supply them with ecells for jumping.

If your ship doesnt have a jumpdrive, you can still set them to patrol, but I would recommend only local patrols (Patrol Sectors, Patrol Homebase Sector, Patrol Hombase Sectors). Patrol Area and Patrol 5 Sectors, due to the conceivable distances involved, really require a jump drive. Patrol 5 Sectors really does up to 6 sectors as the Home Sector is patrolled as well.

Also, Patrolling with waypoints was Burnit's idea, and he has a much better understanding of the script engine than me! :wink:

SlugwormX
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
x3

Post by Slugworm X »

Done!

Now, to wait for the bug reports....... :o !

Pretty well tested, tho, so dont anticipate any show stoppers....

"Ahem.....Ladies and Gentlegerms, Introducing...Mr Muuuurrrppphyyyy!"

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