[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

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Saetan
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Post by Saetan »

Nemesis_87:

Your problem reads like the egosoft own behavior of carriers under attack, they deploy its armed ships. To prevent that behavior, there is a own setting in the "Code of Conduct":
CODEA Manual wrote:Automatic disarming in the hangar
This function allows to automatically disarm fighters of the different branches while they are docked. This prevents that the ship's own defense system starts the fighters without control by CODEA.
It automatically disarms docked fighters (weapons get uninstalled but stay in the cargobay of the fighter) when they dock and automatically rearms them when they get started.

calmterror:
Listens to me, as your script files got corrupt somehow. I suggest to re-install the library/codea script files. If these files are not up to date, you may install a recent version of these files too, especially for the library.
Nemesis_87
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Post by Nemesis_87 »

well the problem seems to have gone now, but if it does it again il use that method bud

thanks :)
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Post by Nemesis_87 »

unfortinatly the problem still persists, i done what u said by setting all my wings to disarm when docked, but unfortinatly they still come out the old fashion way out of the sides but with no guns on it :(
Triaxx2
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Post by Triaxx2 »

Try not letting the carrier get attacked.
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Nemesis_87
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Post by Nemesis_87 »

Kinda hard when as soon as entering a system there r hostiles on the other side :P
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Post by Triaxx2 »

Then why are the fighters attacking a problem?
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Nemesis_87
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Post by Nemesis_87 »

because there coming out the vanilla way and not the CODEA way, i dont like to run into a large battle and fighters going crazy because there wil be many losses, instead of prefer them to stay in the hanger by prohibiting there flights and let the heavy capital ships go in first. when they get the attention and take out the threats which have anti fighter i allow the fighters to engage then
Viviox
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Post by Viviox »

I need a little help with replenishing tender. Can't seems to get it working correctly.

I have 8x M3 Interceptor Eclipse homebase on an M7. Also have a replenishment tender TM with 8x M3 eclipse docked, and homebase on M7.

When my Interceptors got destroyed during battles, the TM jumped to me, but it doesn't transfer the replacement M3 into my M7. Is there a specific setting on the TM for it to work?

The TM has 8x M3 eclipse, all with required equipments, and pilots. The replacement M3 on the TM is not homebase to anything, and it is not working under CODEA Interceptor or attack fighters.

How can i get the replenishment tender to transfers replacement M3?

Thanks.
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Post by Triaxx2 »

@Nemesis_87: Then the only solution is to keep the carrier out of sector.
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Saetan
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Post by Saetan »

Viviox:
Replenishent Tenders transfer the replacement fighters from the tenders homebase to the assigned carriers. These replacement fighters can only replace destroyed fighters from a carrier, no new fighters can be delivered. Also, these replacement fighters need to be of the exact same type of ship as the destroyed one.

The following things I can't tell for sure, but if I remember right the replacement fighters need to be armed, shielded and they also need a pilot in their cockpits.
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Post by Viviox »

Saetan wrote:Viviox:
Replenishent Tenders transfer the replacement fighters from the tenders homebase to the assigned carriers. These replacement fighters can only replace destroyed fighters from a carrier, no new fighters can be delivered. Also, these replacement fighters need to be of the exact same type of ship as the destroyed one.

The following things I can't tell for sure, but if I remember right the replacement fighters need to be armed, shielded and they also need a pilot in their cockpits.
yea, i understand that part. all the replacement M3 are the exact same one as my interceptors, and with pilots in cockpit. Just can't get the Tender to send one over to my ship.

Does the RepTender homebase need to be a station or shipyard?
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Post by Triaxx2 »

Frankly, I've long since given up on trying to get them to work. I just bring in the fighters and dock them to the carrier and then go on from there.
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Shuraalex
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Post by Shuraalex »

I have this wierd problem with my bombers, i was attacking a Xenon Sector with my 50 Fighters and 4 Bombers all and all quiet untill a M2 Class ship jumped on my bombers and destroyed one of them before they could retreat, anyway heres where the shenenigans started.
First of all i recieved 4 messages that all my bomber pilots are drifting in space ( they are not )
Now with 3 bombers left i attempt to continue the attack but no matter how long i wait after sending the "Bombard" Command my stupid bombers just wont fly out of the carrier... I tried everything, stoping and starting CWS, putting new pilots, restarting the game, visiting a new system

The bombers just won't undock and attack the target.. Please help (I have them in the bomber hanger and they do have all the requierd equipment + 100 Tomohawk missiles and a Laser in the turret + a Scientist and Technician and a Mechanic in each one of them )

I also tried fixing this with Hax ( :( ) i force docked them into another system so they could undock properly from the station and attempt to restart the whole process, did not help.

Also now that i think of it right before the m2 class jumped on me i used the Missile Barrage command on each of the bombers.. anyway
Please Help
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Saetan
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Post by Saetan »

Viviox:
I don't think that a ship as homebase for a replenishment tender will work. The replacement fighters need to be docked at this homebase. Also, they need to have the same homebase as the replenishment tender or no homebase at all. Didn't find another hint on first sight in the German board and need to get some sleep first. If that's no solution I can take a deeper search again tomorrow. Didn't use that tenders until now.

Shuraalex:
Getting your bombers destroyed by a injumping capital, I would simply call bad luck.

For your "problem" when starting only three bombers, that's no bug, that's how it should work. A bomber wing must contain exactly four bombers to be usable.
CODEA Manual wrote:Bombardment: The bomber is a special branch of service, that is assigned a target directly by the carrier with the command console. A squadron always consists of 4 bombers (BOM) to close in on enemy capital ships.
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Post by Triaxx2 »

The fighters need the same homebase as the tender? I never knew that. I'll bet that's why it hasn't been working. I'll give it a try.
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Shuraalex
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Post by Shuraalex »

Saetan wrote: Shuraalex:
Getting your bombers destroyed by a injumping capital, I would simply call bad luck.

For your "problem" when starting only three bombers, that's no bug, that's how it should work. A bomber wing must contain exactly four bombers to be usable.
CODEA Manual wrote:Bombardment: The bomber is a special branch of service, that is assigned a target directly by the carrier with the command console. A squadron always consists of 4 bombers (BOM) to close in on enemy capital ships.
Thank you very much, somehow i did not notice it, Thanks again , everything works just fine :)
"I don't know what a Xenon is. From what I hear tell they're kinda like toasters with
attitudes only bigger and and with plenty more attitude" - Scion Drakhar Tue, 23. Nov 10
fluffyzerg
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Post by fluffyzerg »

A somewhat goofy question: How/where are the pilot names for codea generated, is there a list of first/last in one of the files, or?

Reason I ask, is it'd add a bit of fun character to the pilots if you could find a way to add Nicknames / Callsigns instead of the somewhat .. wierd naming conventions of some of the races. ( I even avoid recruiting teladi pilots because of their ridiculously loooooooooooong names)

After all, if your top ace pilot callsign Phantom (or equally goofy-but fun name) lost his ship and is floating in space, you'd be like Eeek must go save him! rather than.. Ensign Bolo Bi.
"ahh, damn squid lost one of my ships, let him float!"
=p
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Saetan
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Post by Saetan »

fluffyzerg wrote:How/where are the pilot names for codea generated, is there a list of first/last in one of the files, or?
I think, it's the command "<RetVar> = get random name: race=<Var/Race>" in the script editor. Maybe the names are listed somewhere in the vanilla language files.
Viviox
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Post by Viviox »

Hi guys, I'm starting to build a fleet and now having trouble using CODEA to manage them all.

Problem, How do I use CODEA on a Corvette M6, Frigrate M7, and Destroyer M2? Another problem is Battle group, how does that work?

I have a TP transferred 4x Lieutenant pilot into my Vidars, then went into my Griffon's CODEA command and add battle groups. The vidar did not shows up under any battle groups. How to set this up? thanks guys.
sharpspear26
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Post by sharpspear26 »

Thanx for a brilliant mod. Im using this with AHD Advanced Hyperdrive by Loky. I have a large fleet including a carrier, destroyers, frigates and corvettes. At the moment the only way i can get AHD to work is by removing ships from their battle groups and removing all pilots from ships. Then after the jump and i have to put the pilots back into their ships and into their battle groups. It works but its very tedious and the bigger my fleet gets the more tedious it gets. If i dont follow the above procedure my ships end up all over the place. Some appear at gates and some get sent to another sector altogether. Ive asked for help on the AHD thread and i was told that it was the codea pilots that were likely to be the problem.
Can anybody help me with this.

Thanx in advance

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