
Initially I'm curious about potential for plugging into the new turret priority system, whether the listed targetting priorities are available to 3rd party turret scripts.
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To be honest, I didn't have the time for many "extra" features like that. =)Shimrod wrote:I examined the new AP turret configuration logic, which appears to be based in '!plugin.gz.missile.def.mk3.menu.xml'. The set of turret commands appears hardcoded so it's not possible to extend the list to include a Smart entry. It may be possible to add a Smart config option to 'follow' one of those builtin command configurations and peek into that commands config data, however at this stage I'm not planning on doing that.
I'll treat it as... over and done with.Shimrod wrote:That sounds good, though please treat it as a low priority from Smart's perspective. I'll not be able to fit in anything more significant than opening Smart's standard config menu through the link for some time yet :)
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- Albion Prelude compatibility. Version 4.0 and beyond are NOT compatible with Terran Conflict. Fixes may potentially be backported into separate 2.x releases for TC. The version range from 2.x - 3.9 is reserved for X3TC compatible releases.
- Laser training and the DPS cache have been removed as this data is now available via APIs.
- Antimissile has been revised for AP. Rapid fire lasers continue to be used for drones and light missiles (swarm or S class ware) whereas best hull dps lasers are now shot at the rest.
- Ships running Smart OOS will switch lasers between best hull and shield DPS depending on attack target shield condition
- Rapid fire antimissile requirements have been relaxed somewhat and balanced around vanilla AP laser stats.
- 'Expand' effect lasers (PSG) are now detected and made most preferred for anti fighter/corvette and antimissile
- The broadcast command takes into account whether the ship is in a fleet and offers a fleet broadcast option
- The missile turret wing support option now also apples to fleet members.
- Antifighter/corvette laser selection has been adjusted to select stronger/slower lasers when target speed is slower than its maximum.
- Beam lasers are now properly detected through laser flags and demoted to the bottom of antifighter laser lists.
- The collateral damage (AOE) laser list is now generated based off laser flags. The excluded laser list (tractor beam, mobile drilling) remains hardcoded.
- Fixed a bug where missile interception was not scanning missiles incoming to player stations
- Added a link to the Smart settings menu from the turret configuration menu. This link will not appear until AP is updated with the newest versions of the missile def mk3 scripts that include 3rd party menu support.
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!ship.cmd.missile.attack.std.xml:<argument index="3" name="a.amt" type="Var/Number" desc="Number of barrages" />
Copying Smart scripts alone into a completely vanilla install should not make games automatically modified (and neither will Smart be installed by default into games). It should be straightforward to verify that by trying it out; modified status should not affect existing savegames, only games created/loaded subsequent to modification.Thx, сould it be that I copyed Smart files to my X directory, NOT activated the script editor and my game still changes to ***Modified*** ?
If Smart did not install into a game, there will be no Smart menu to do an ingame uninstall from. Just remove the files.And if I did not open the script editor, do I need to do to so to uninstall the Smart? or simply remove the files?
I see :3 I somehow made my game a modified and now are trying to understand exactly how I did it.Shimrod wrote:Copying Smart scripts alone into a completely vanilla install will not make games automatically modified (and neither will Smart be installed by default into games). It should be straightforward to verify that.Thx, сould it be that I copyed Smart files to my X directory, NOT activated the script editor and my game still changes to ***Modified*** ?
I understand that I have no menu for the smart, because I did not enable the script editor, so I just delete the files, thxShimrod wrote:If Smart did not install into a game, there will be no Smart menu to do an ingame uninstall from. Just remove the files.
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4.1
- Add laser turret station friendly fire avoidance, enabled by default. This isn't infallible but friendly fire possibility is greatly reduced.
- When laser energy drops below 20% boost desirability of ammo based lasers. This low power mode remains active until laser energy exceeds 40%.