[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]

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computica
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Post by computica »

Best Carrier Code Ever, Needs to be in the bonus Package, I can't play without it!
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Serial Kicked
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Post by Serial Kicked »

Thanks :)

But it's not gonna happen, between the harsh methods used to determine if a script can be signed and the restrictions put on the script, it's not something i'm interested in. Moreover i am technically against the signing process anyway. Play *modified*, people, as the game was intended to be played in the first place (before all this "online ranking" nonsense). ;)

ADS should be included in the Superbox, though. Well, probably an older outdated version.

--

Hot-Patch 2.65.1
(sorry it's a bad habit i'll try to quit)

- Added Polish language file
- Fixed possible display issue when looking at the "view owned ships" menu

no script reset needed, no nothing, it's a very minor text issue that has been fixed. Just extract files as usual and everything will work as expected.


Next version [2.70] will introduce

- "Sector view" in the ADS Manager
- Additional commands to the ship command panel (based on ship class)
- (mostly) Finished menu overhaul
- Offensive/Defensive mode for the automated carriers/stations
- Neat and efficient "docked/owned ship" management
- A few fixes to the marine training system (+balancing / display)
- Several new commands and orders available to pirate guild and other plugins using ADS as a library

Note to Macintosh users: I'm sorry to announce that the current and all next versions of ADS won't be compatible with your game. Several commands have been added to the script engine since TC 2.1 and ADS uses those. A version 2.62 will be out for Mac only, it will fixes a few bugs found in 2.60, but that will be all, no new fancy menu. I'd suggest that you yell at the mac version developer to get a new patch ;)


EDIT 1 : Btw, i'm away from the internet between the 17/8 and the 1/9 (or something like that)
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Happyblue
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Post by Happyblue »

Serial Kicked,

I am a long time follower of ACC and appreciate the work you've put into it. I recently got the urge to play TC and began to update all my mods. When I tried to d/l the latest version, I get a warning from McAfee that it is a dangerous download and has been reported to contain spyware/malware.

Any idea what this is about?
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Serial Kicked
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Post by Serial Kicked »

A false alarm/positive.

The zip file contains links to the online documentation and to my website. I don't really see what else could trigger an alert apart those files. Don't worry, i don't put malwares in my releases :)
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Kframe
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Post by Kframe »

Hi, i have this installed, and i went to test it. I loaded up a TL with 7 fighters, and sent it after a khaak cluster. It luanched its defensive fighters and took it out, lost only 1 ship.

Of course that is only after i tried to launch attack wings after it. The TL proceded to luanch a few fighters then they all docked again. Every time i would click send attack wing, and selcted the cluster, it would do nothing.

I know the setup is wo rking, due to the fact that when i sent the unarmed ship into the cluster the fighters undocked and whooped it.

So what am i doing wrong, why is it i cant get the attack wings to work?? There must be something simple im not doing.
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Klarion VII
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Post by Klarion VII »

I'm somewhat new to X3, so it's possible I've overlooked a simple command or am otherwise reporting on my own ignorance, but I'm stumped to the point of needing to reload a save before this happened.

Very simple. I "changed ship" into a fighter, inside of a carrier, that has ADS manual (the carrier I was using) so I could fly something faster than 50ms. The point? I got in the fighter, but it will not allow me to undock, change back to the carrier, launch, or any conceivable method for getting back out of the damn fighter. I can't even target something else to cheat my way into another ship. I'm stuck 'piloting' a ship inside of a carrier and can't fly out or get out. I've tried launching attack wings, defense wings, autopilot commands, anything I can think of to get every single fighter out of the carrier if I have to just so I can be free on this surprise jail cell. Given that I'm in the player owned sector and there isn't an enemy for miles and I can't even get the carrier to manually launch or join patrols, I seem to be out of options. Has anything like this happened to anyone else?
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Gazz
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Post by Gazz »

Try to position both the carrier and another ship close to 0/0/0 in a sector, then see if you can switch ships using the transporter.

Apparently you are in a ship that has not "landed" on the carrier but was put into that envirinment (literally =) so all kinds of strange side effects apply.

Most likely something like

$Env = Playership, get environment
skip if not $env is of class ship
= move player to ship $env: Teleport=null

could fix that - if the Anarkis script would be checking for the playership being inside the carrier - which is not possible.
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Twest09
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Post by Twest09 »

Maybe this has been asked before and maybe it's too much to ask but could you add the Hyperion M6 to the list of ships that this works with as a "carrier"?
Superbun270
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Post by Superbun270 »

Twest09 wrote:Maybe this has been asked before and maybe it's too much to ask but could you add the Hyperion M6 to the list of ships that this works with as a "carrier"?
Really? The Hyperion M6 isn't a carrier, it just has two docking ports!

There are, however several ways of doing this, the cheapest way would be just to add the M6 class to the list of compatible ships, or you could add the hyperion to the list as an exeption, although that would be more complicated. The most compicated way would be to create a list of all ships with more than 'X' docking ports, this could account for M6 mini-carriers, and coutsom TM's with large numbers of docking ports.
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Serial Kicked
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Post by Serial Kicked »

Hi there,

I'm back ! (well, more or less, minimal activity 'till September)

@Kframe:

You're probably trying to use manual commands (launch attack wing) on an automated carrier. It's not possible to do that as stated in the documentation.


@Klarion VII:

If you set automated mode to active on your personal carrier (which is NOT recommended at all. The AutoCarrier mode is designed for OOS patrol carriers), don't switch to one of your fighters. It was disabled on the [playership] in previous ADS versions, but i put back this function due to repetitive demands. As stated a few posts before, it's experimental, so don't expect extensive support. I've more important stuff to deal with first.


@Gazz:

In short, i could avoid the issue most of the time by a check of the playership. But if he switches at the wrong time (the second after a mass-dock order as example) the issue would still happen.

The issue will mostly be corrected (granted the user read the documentation) when it will be possible to define specific roles for the docked/owned fighters (here "secondary" [playership]), which is scheduled for next major release.


@Twest09:

Won't happen, Superbun270 is quite right. You *could* modify the setup file to allow M6 class ships, but some commands will still refuse to work (especially the autocarrier) as they require at least 3 fighters to do anything.

Next release should grant the commands to any ships able to host 4 or more ships, granting a better compatibility with mods which have the bad habit to set their "M0" as M2 ships (and hide those commands on non carrier M7).
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Troubleshooter11
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Post by Troubleshooter11 »

hi there, got a question.

Which stations are supposed to have room for marine training?
So far i can only seem to use it on M1 class ships, stations all seem to say "Room: 0/0" :o
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Serial Kicked
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Post by Serial Kicked »

good question, i'm not sure it's possible for users to really train marines on player owned stations yet using ADS only.

Marines are mostly treated like other wares by stations. IIRC there's a script (bonus pack maybe?) that allows the player to add wares to his Trading Stations, E.Docks and so on, including marines. If you don't have such command, you could try to move your marines from a ship to a station and see what happens.

Anyway, i'll try to add a more proper support for station training (that will automatically add the "marine" product) once i'm done balancing this option. Probably in next version.
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Post by Troubleshooter11 »

Serial Kicked wrote:good question, i'm not sure it's possible for users to really train marines on player owned stations yet using ADS only.

Marines are mostly treated like other wares by stations. IIRC there's a script (bonus pack maybe?) that allows the player to add wares to his Trading Stations, E.Docks and so on, including marines. If you don't have such command, you could try to move your marines from a ship to a station and see what happens.

Anyway, i'll try to add a more proper support for station training (that will automatically add the "marine" product) once i'm done balancing this option. Probably in next version.
I tried moving marines from a TL to a dock but it seems im unable to transfer them. I will try to add marines as a ware using a script and see if that works.
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Post by rbettele »

love this script, only small issues I have is when you use the setup carrier command on your station and set homebase to all docked ships etc.. it seems to add any other race AI ships that may also be docked at your station too. You can certainly rename their ships for them !! lol
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Serial Kicked
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Post by Serial Kicked »

rbettele wrote:love this script, only small issues I have is when you use the setup carrier command on your station and set homebase to all docked ships etc.. it seems to add any other race AI ships that may also be docked at your station too. You can certainly rename their ships for them !! lol
Oops, yeah that's a fairly old menu that was used for carriers (which can't host npc ships) at first and then used on stations without taking this point into account.

This menu is in the process of being replaced by a better one, anyway. It's kinda already fixed in my development version :)
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Post by rbettele »

Cool :)
Also notice the following:..
It reports docked carriers have launched fighters when in attacked system when they haven't/didn't.

If you command a M1 to dock all its ships when it is in auto carrier mode. Is it supposed to re-launch them again when threatened as normal ?
Mine today didn't eventhough it's threat level was 5. It was happily launching it's fighters to fight khaak scouts and fighters, then i told it to dock all and after that it didn't launch another ship and it was fighting khaak clusters and corvetts afer that??

Also I had an M7 with confirm when order completed set to YES which I docked to a station and then setup the ADS.
The M7 works fine with the other fighters and intercepts intrders etc.. but I get a blank message from unknown whenever it re-docks.
Minor glitch.

Thanks for a great scripts tho!
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Serial Kicked
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Post by Serial Kicked »

rbettele wrote:Cool :)
Also notice the following:..
It reports docked carriers have launched fighters when in attacked system when they haven't/didn't.
Weird, the detection method i use is quite straightforward. I know the manager will continue to report them as 'deployed' a while (a minute or 2) after the end of a battle, it's maybe what happened here. I'll double check the code anyway.
If you command a M1 to dock all its ships when it is in auto carrier mode. Is it supposed to re-launch them again when threatened as normal ?[...]
You're not supposed to run "manual" commands on automated carriers/stations (that's why those command disappear from the manager on those ships). Next version will allow you to configure your docked ships so they can be used for such commands.

running a "dock.all" order on an automated carrier may break the logic behind the automated mode. That's probably what happened in your scenario.
Also I had an M7 with confirm when order completed set to YES which I docked to a station and then setup the ADS.
The M7 works fine with the other fighters and intercepts intrders etc.. but I get a blank message from unknown whenever it re-docks.
Minor glitch.
Probably a debug message i forgot to remove before release. As a related note, you'll also get "blank" messages when automated fighters are destroyed (instead of the usual 'ship destroyed' text), that's because of the colorful renaming of those ships. The logbook doesn't like colors. I'll try to find a workaround this issue too.
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Post by rbettele »

re point 1:
The carrier was 'already' docked at my HQ and doing nothing prior to the engagement and my HQ doesn't have the defence s/w running. I have another station with it running on in that sector.
I noticed it when I checked the recent events. It said there that the carrier launched it's fighters when it didn't and was docked at the HQ the whole time.
Hope that helps :)

All minor probs really. Hope I'm just helping with minor bug fixing!

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Yacek
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Post by Yacek »

Serial Kicked wrote:The logbook doesn't like colors. I'll try to find a workaround this issue too.
The logbookl does not like the color name in the format: \ 033GShip name \ 033X
Recognizes the old coloring: [green] Ship name [/ green]
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Serial Kicked
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Post by Serial Kicked »

@rbettele:

no problem. the more bug are found, the more i can fix :)

I'll give it a look, there's a few reasons why it could happen. I guess (don't have the code nearby right now) that's because i never put a check to see if the carrier is docked or not when in auto mode, so it reacts weirdly when docked.

Minor stuff to fix.

@Yacek: Oh, yeah i always forget about those [color] tags. I'll fix that.

(btw, i've just noticed your email, I am still on holidays so i can't really update my packages right now, but "thanks" and "will do asap" :) )
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