[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 523
- Joined: Wed, 6. Nov 02, 20:31
First of all congrats for the effort done in this set of scripts.
A comment regarding autonaming logic:
- I haven't found a way to deactivate it in the global setup (index 15) variable besides hacking the Default Values.
- On the script "anarkis.acc.task.autoname" lines 006 and 007 there is a potential problem if the variable do not exist that results on what I have observed that all my fighters are renamed to the default "Your blah blah" as when you cap a fighter at the very moment I call for a strike (anarkis.acc.wing.attack calls this script each time you issue the order) from the carrier I'm currently piloting. Probably because line 007 is called with a null argument because "anarkis.ass.task.autoname.plus" has never been executed so far as I only have a single light carrier I'm always piloting.
The variable could be created and/or rechecked when you "enable" a docked fighter for ADS to manage or each time you rename all your fighters using the rename menu.
EDIT: I made a small modification on your "anarkis.acc.setup.hangar" to register the old name when a ships is activated manually or using the "add all" option and the small glitch dissapeared completely.
A comment regarding autonaming logic:
- I haven't found a way to deactivate it in the global setup (index 15) variable besides hacking the Default Values.
- On the script "anarkis.acc.task.autoname" lines 006 and 007 there is a potential problem if the variable do not exist that results on what I have observed that all my fighters are renamed to the default "Your blah blah" as when you cap a fighter at the very moment I call for a strike (anarkis.acc.wing.attack calls this script each time you issue the order) from the carrier I'm currently piloting. Probably because line 007 is called with a null argument because "anarkis.ass.task.autoname.plus" has never been executed so far as I only have a single light carrier I'm always piloting.
The variable could be created and/or rechecked when you "enable" a docked fighter for ADS to manage or each time you rename all your fighters using the rename menu.
EDIT: I made a small modification on your "anarkis.acc.setup.hangar" to register the old name when a ships is activated manually or using the "add all" option and the small glitch dissapeared completely.
Last edited by ragamer on Mon, 8. Jun 09, 15:50, edited 1 time in total.
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Arnaud3385 wrote:salut j ai bien réusi a installer mais quand je vais sur scripts editor je ne trouve pas le scrips nommé " anarkis.cheat.* " quesque je doit faire merci d avance....
Il n'y a pas de script par le nom de "anarkis.cheat" dans le téléchargement, vous trouverez tout shouldnt dans votre éditeur de script
In english -
i believe you asked why you cant find 'anarkis.cheat' scripts in your script editor
I stated that there werent any by that name in the download
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- Posts: 523
- Joined: Wed, 6. Nov 02, 20:31
Hello again...
I have found another glitch... This is a weird combo probably so I'm going to describe the scenario for you to reproduce it, k?.
The glitch is that sometimes I loose a lot of fighters because they collide in the hangar. The problem is that the "line" of ships docking is broke (and redone) each time one of the ships dock... So if the next ship is close enough (or even into) the hangar, it will collide to its death (collision detection is activated at that moment). Probably is a difference on EGO commands used...
I will give you 2 examples using your own scripts for you to see the difference, k?:
Setup:
- Carrier: Panther M7.
- Fighters Types: Cutlass, Eclipse and Sabre.
I launch a 8-fighters wing to attack a target (this is just to make them linked by your scripts). The 2 ways to call them back yield different results:
a) I call all of them back using your command "Dock All".
RESULT: They all form a docking line and all enter one after the other in a row without problems.
b) I instruct ONLY the wing leader (the 1st ship launched) to dock (Using vanilla "Return Home" command).
RESULT: The wing leader docks and then each time one of the followers docks, the "docking line" is fully reformed... At some point one of the followers will get stuck and destroyed. The same happens when you send an "Attack Wing" to intercept and there is no more targets available so it returns autonomously to the carrier.
OFC this is only an issue IS and looks a problem with the action "Landing in Station" when the ships belong to a formation.
I have found another glitch... This is a weird combo probably so I'm going to describe the scenario for you to reproduce it, k?.
The glitch is that sometimes I loose a lot of fighters because they collide in the hangar. The problem is that the "line" of ships docking is broke (and redone) each time one of the ships dock... So if the next ship is close enough (or even into) the hangar, it will collide to its death (collision detection is activated at that moment). Probably is a difference on EGO commands used...
I will give you 2 examples using your own scripts for you to see the difference, k?:
Setup:
- Carrier: Panther M7.
- Fighters Types: Cutlass, Eclipse and Sabre.
I launch a 8-fighters wing to attack a target (this is just to make them linked by your scripts). The 2 ways to call them back yield different results:
a) I call all of them back using your command "Dock All".
RESULT: They all form a docking line and all enter one after the other in a row without problems.
b) I instruct ONLY the wing leader (the 1st ship launched) to dock (Using vanilla "Return Home" command).
RESULT: The wing leader docks and then each time one of the followers docks, the "docking line" is fully reformed... At some point one of the followers will get stuck and destroyed. The same happens when you send an "Attack Wing" to intercept and there is no more targets available so it returns autonomously to the carrier.
OFC this is only an issue IS and looks a problem with the action "Landing in Station" when the ships belong to a formation.
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- Posts: 523
- Joined: Wed, 6. Nov 02, 20:31
I'm really enjoying your script more the more I'm using it
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A suggestion:
- The "Buy Wares" command is very useful but can we have an option to make the Ware List persistent and the ammounts there to be converted into stock levels to keep? So we can configure a "desired stock list" per carrier for the fighters to try to fill up each time the command is executed?
I ask because I'm usually finding myself using the same ammount of Max Energy Cells, max ammount of Missile, etc, etc and could rock to just keep the list (and ammounts) memorized to order a full restock in just 2 "clicks".

A suggestion:
- The "Buy Wares" command is very useful but can we have an option to make the Ware List persistent and the ammounts there to be converted into stock levels to keep? So we can configure a "desired stock list" per carrier for the fighters to try to fill up each time the command is executed?
I ask because I'm usually finding myself using the same ammount of Max Energy Cells, max ammount of Missile, etc, etc and could rock to just keep the list (and ammounts) memorized to order a full restock in just 2 "clicks".
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- Joined: Fri, 12. Aug 05, 20:46
New release!
On demand i've now added a delay before ships will return home (works for both Automated Carrier and station's Sector Defense). Fighter wings will fly around the carrier until the delay is passed. If an enemy breach the defense perimeter during this time, the battle will be resumed. If not, ships will dock. You can change the delay in the setup menu or even cancel this feature by setting the delay to 0.
Also, the target selection mechanism improved so you won't have far away wings doing nothing when enemies are near the carrier/dock. It was mainly happening when you set the radar range over the usual Triplex Scanner distance.
I've also corrected a silly bug that was preventing the biggest wing to protect the carrier/station when it's under attack by another 'big ship'.
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Download Note : It seems that my server is currently down, however files have been uploaded, so please be patient. Thanks .
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@ragamer: Thanks for the input, i don't have the time to give a full answer today, but i've copied your messages and i'll investigate
@fud: The issue is related to your radar range beeing too long. It has been corrected with this version. Enjoy
On demand i've now added a delay before ships will return home (works for both Automated Carrier and station's Sector Defense). Fighter wings will fly around the carrier until the delay is passed. If an enemy breach the defense perimeter during this time, the battle will be resumed. If not, ships will dock. You can change the delay in the setup menu or even cancel this feature by setting the delay to 0.
Also, the target selection mechanism improved so you won't have far away wings doing nothing when enemies are near the carrier/dock. It was mainly happening when you set the radar range over the usual Triplex Scanner distance.
I've also corrected a silly bug that was preventing the biggest wing to protect the carrier/station when it's under attack by another 'big ship'.
----
Download Note : It seems that my server is currently down, however files have been uploaded, so please be patient. Thanks .
----
@ragamer: Thanks for the input, i don't have the time to give a full answer today, but i've copied your messages and i'll investigate

@fud: The issue is related to your radar range beeing too long. It has been corrected with this version. Enjoy

X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Ok, I've installed the newest version, got the update IM when loaded.
But fighters still don't do anything. They launch, then idle. Even with an enemy ship within 3km of them (they're set to 10km in the auto carrier settings)..
At this point, they're pretty much worthless.
Another thing, maybe connected, maybe not. When I assign said fighters to protect a given ship, they don't do anything. They follow, but only idle when the target ship is attacked....
Is it something with the actual attack script?
But fighters still don't do anything. They launch, then idle. Even with an enemy ship within 3km of them (they're set to 10km in the auto carrier settings)..
At this point, they're pretty much worthless.
Another thing, maybe connected, maybe not. When I assign said fighters to protect a given ship, they don't do anything. They follow, but only idle when the target ship is attacked....
Is it something with the actual attack script?
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That doesn't sound right. The prize ship was already in the game files - there's no reason for any mod to make it somehow become some other ship. A script certainly wouldn't do it - only a modification of TShips or the Mission Director file would do that. I don't think ADS mods TShips, either, and the tiny change to TShips in MARS won't do what you're saying.
Do you have any other mods or scripts installed?
Do you have any other mods or scripts installed?
Langy the Mutant Dwarf
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They are the only two scripts I have installed, I did install the OOS rebalance, but my PC could not run it. I just copied back the clean Scripts and t folder and then copied MARS and this script into those folders. I have not touched the mission director folder and MARS was the only thing to change TShips. I will check teh MARS thread.
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Another suggestion. This time goes to "Wing" configurations. The logic I use to setup/select my fighters is basically configuring them against specific targets by creating homogenous speed wings with adecuate weapons to kill the average target that travels at that speed. That gives minimum interception time (and usually kill time also).
When I instruct "Clear Sector" or the "Send Attack Wing" the resulting wings usually contain one of my Slow Heavy Bombers, making them very slow at intercepting some targets.
The Mixed wings created based on Thread Level are nice for the "Clear Sector" (And Protect Target) but as the "Send Attack Wing" requires a Target I wonder if we could get some extra options to only consider fighters that are as fast as possible against that particular target.
I was thinking on how to do this from your script PoV and this is the suggestion I came with:
- Allow for a Carrier Based Option on Hangars ("Setup Fighters", probably) to "Match Speed of Target on Attack Wings" which would be the minimum speed (0 disable this option, 100% default value) a figher should have to qualify for belonging to an Attack Wing against a given target (A typical value of 150% would yield adequate intercept speed wings). Notice that this option just signals a preference... If at some point, there are not enough fighters to fullfill the Threat MUltiplier (see below) the Wing will be configured ignoring this option, as it's the responsability of a Carrier Commander to not strech thin his fighter complement.
Collaterally I would also create another Option Parameter on "Setup Fighters" to control the Threat Level multiple an Attack Wing should honor:
- Threat Level Multiplier (Default 3). The ammount of "Fighter Power" each "Attack Wing" configuration will try to match. It's a multiplier based on the basic Threat Level of your target... A value of 3 will make an Attack Wing against a M3 to be made of 3xM3.
I was also thinking on a way to tell ADS to NOT use specific fighters against specific targets (Namelly, Xenon, Khaak and Yaki) but that would require someking of Flag Labelling system that will make ADS a bit more complex than you have already expressed ADS is meant to be.
EDIT: Clarified some concepts
EDIT2:
Could also rock that an Attack Wing configured like above would show a "preference" for similar targets as the original one selected by the Commander once the current one is destroyed.
When I instruct "Clear Sector" or the "Send Attack Wing" the resulting wings usually contain one of my Slow Heavy Bombers, making them very slow at intercepting some targets.
The Mixed wings created based on Thread Level are nice for the "Clear Sector" (And Protect Target) but as the "Send Attack Wing" requires a Target I wonder if we could get some extra options to only consider fighters that are as fast as possible against that particular target.
I was thinking on how to do this from your script PoV and this is the suggestion I came with:
- Allow for a Carrier Based Option on Hangars ("Setup Fighters", probably) to "Match Speed of Target on Attack Wings" which would be the minimum speed (0 disable this option, 100% default value) a figher should have to qualify for belonging to an Attack Wing against a given target (A typical value of 150% would yield adequate intercept speed wings). Notice that this option just signals a preference... If at some point, there are not enough fighters to fullfill the Threat MUltiplier (see below) the Wing will be configured ignoring this option, as it's the responsability of a Carrier Commander to not strech thin his fighter complement.
Collaterally I would also create another Option Parameter on "Setup Fighters" to control the Threat Level multiple an Attack Wing should honor:
- Threat Level Multiplier (Default 3). The ammount of "Fighter Power" each "Attack Wing" configuration will try to match. It's a multiplier based on the basic Threat Level of your target... A value of 3 will make an Attack Wing against a M3 to be made of 3xM3.
I was also thinking on a way to tell ADS to NOT use specific fighters against specific targets (Namelly, Xenon, Khaak and Yaki) but that would require someking of Flag Labelling system that will make ADS a bit more complex than you have already expressed ADS is meant to be.
EDIT: Clarified some concepts
EDIT2:
Could also rock that an Attack Wing configured like above would show a "preference" for similar targets as the original one selected by the Commander once the current one is destroyed.
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None of my ships launched through this mod from my panther will dock. They all piss about around the back of the ship and constantly switch from the dock command, to either target the target of my ship (which is nothing) or "Retreat". They will not dock, and nothing I've tried to do will get them to dock again.