[MD] [AP] Allied Assault Mission

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Mysterial
Posts: 646
Joined: Wed, 6. Nov 02, 20:31
x4

[MD] [AP] Allied Assault Mission

Post by Mysterial »

In this generic mission, a friendly combat ship (M6 and up, but not Rapid Response ships) asks the player to assist in attacking enemy forces in a nearby sector. This is typically Xenon, Terran/ATF in war sectors, pirates if they show up enough in force, or other races if mods cause greater conflict. Once accepted, you may escort the allied ship to the enemy and assist it or take on the enemies yourself, if you prefer. All ships are "real" (normally in the universe) - this mission does not spawn anything, simply uses what is around. Surviving ships will return to their normal activity a while after the mission ends.

Download Link (GameFront)

Extract the archive to your TC/addon directory with folder information enabled. Or copy the files to the matching directories in your installation directly.

Hasn't been tested with TC, but might work...

Resources used:
-Text file 1175
-Text page 7171 (shared by all my stuff)

------

Updated - changes:
-Fixed mission guidance not being updated if the current guidance target leaves the sector
-Fixed allied ship target not being changed if its current target leaves the sector
-Improved notification when the mission is nearing the end
-Fixed a rare case where the mission would not end correctly unless the player destroyed more ships
-Fixed a couple of text errors
Last edited by Mysterial on Thu, 26. Apr 12, 05:25, edited 2 times in total.
Larxyz
Posts: 262
Joined: Tue, 16. Nov 04, 08:46
x3tc

Post by Larxyz »

looks really nice! :)
giving it a try

Edit:
Very nice! Helped a Boron thresher lay waste to a split sector :)

Though when the thresher rammed the shipyard and was destroyed
got the name-error message in the missions menu, where the ship name should be. The mission didnt end either, is this a known issue?
Last edited by Larxyz on Mon, 23. Apr 12, 09:39, edited 1 time in total.
gefer8
Posts: 96
Joined: Thu, 1. Sep 11, 01:45

Post by gefer8 »

Missle-fest. :D
Mysterial
Posts: 646
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Mysterial »

Larxyz wrote: Edit:
Very nice! Helped a Boron thresher lay waste to a split sector :)

Though when the thresher rammed the shipyard and was destroyed
got the name-error message in the missions menu, where the ship name should be. The mission didnt end either, is this a known issue?
No, the mission should time out after a while in the enemy sector, or if you kill all the enemy ships. If you can't find any more ships (no mission guidance) and it doesn't end after another 15 or so game minutes then let me know what sector and any other mods you're running and I can try to investigate.

The text error when the friendly gets blown up is definitely a bug, though, so I'll fix that soon. Thanks.
Mysterial
Posts: 646
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Mysterial »

I believe I've fixed the rare case where the mission doesn't end correctly. I also fixed a few other minor issues.
kelmenwong
Posts: 197
Joined: Sat, 17. Mar 12, 17:40
x3tc

Post by kelmenwong »

will this work with Improved Races 2.0 ?
http://forum.egosoft.com/viewtopic.php?t=319529
Mysterial
Posts: 646
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Mysterial »

kelmenwong wrote:will this work with Improved Races 2.0 ?
http://forum.egosoft.com/viewtopic.php?t=319529
It should. The enemy check uses whatever the NPC ship's race is hostile to, so IR making the races hostile to each other should cause missions to be generated following those rules.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

Nice job Mysterial. We need more things like this. Downloading now!
Larxyz
Posts: 262
Joined: Tue, 16. Nov 04, 08:46
x3tc

Post by Larxyz »

Thanks again for this :)
confirmed, works good with Improved Races 2.0
tho... things can get tricky when the rapid respons brings in an m2 with assorted m7m, m6, and some... 40 fighters or so
*grin*
User avatar
RoverTX
Posts: 1442
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX »

The link is dead. Anyone have a copy of this? Can't believe I missed this! Sounds awesome!

nvm found it.

http://www.x1tp.com/root/index.php?opti ... 8&cid=1468

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”