[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 183
- Joined: Thu, 22. Jan 09, 23:03
I've had one annoying bug in particular, but easily solved:
The Problem: ADS:Dock all ships.
Jumpdrives engage and drain energy, but refuse to jump because it loops into 'retreat'. So your ship in Pluto starts the long trek to Kingdom End the old fashioned way.
The fix:
Remove homebase from the ships that annoy you, and use the above command again on the carrier. It is best to be OOS from the carrier.
Works for me.
The Problem: ADS:Dock all ships.
Jumpdrives engage and drain energy, but refuse to jump because it loops into 'retreat'. So your ship in Pluto starts the long trek to Kingdom End the old fashioned way.
The fix:
Remove homebase from the ships that annoy you, and use the above command again on the carrier. It is best to be OOS from the carrier.
Works for me.
TCAN TC/AP Artificial Life, Menudriven Automated Ship/Station Namer
Spex: i7 4790K@4Ghz 16Gb DDR3 GTX970Strix(4Gb)
X:R 454 Hours. 15 hours unmodded.
Spex: i7 4790K@4Ghz 16Gb DDR3 GTX970Strix(4Gb)
X:R 454 Hours. 15 hours unmodded.
-
- Posts: 681
- Joined: Thu, 17. Nov 05, 13:12
Continuing discussion from here.
1. I am not good at scripting, for me its a bit of brain training. Atm I just have fun getting to know how ADS is working and trying to add one or two features.
2. As I have a lot of things to do irl, I lack the time I would like to have to work a little more on this.
3. The main reason I began changing ADS: I missed a feature where you could tell your defensive squad to concentrate on smaller ships. Because M1 and especialy M2 tend to finnish off the fighter support real quick.
When I got the changes ready, I will post the changed version here. Or will open a new thread. Already asked SerialKicked, but he did not answer me yet. Maybe a moderator coud give me an advice?
@ DrBullwinkle
Once, I ordered my fighters back and one of them got stuck in a loop somewhere. I think it has something to do with the hull and shield dependent retreat limit.
When a fighter reaches the limit and the script orders him to retreat, and then you order all ships back, I think then it could get stuck in al loop. Not certain about that.
cheers
UH OH, I have to say, thatHappyblue wrote:I would love if someone updated ADS. I so miss those scripts.Nicoman35 wrote:I am skripting around on the SerialKicked's anarkis defence system. That thing is draining SO MUCH of my brainpower, that all other tasks run rather slow.![]()
Nice work gnasirator! Thanks for the update.
1. I am not good at scripting, for me its a bit of brain training. Atm I just have fun getting to know how ADS is working and trying to add one or two features.
2. As I have a lot of things to do irl, I lack the time I would like to have to work a little more on this.
3. The main reason I began changing ADS: I missed a feature where you could tell your defensive squad to concentrate on smaller ships. Because M1 and especialy M2 tend to finnish off the fighter support real quick.
When I got the changes ready, I will post the changed version here. Or will open a new thread. Already asked SerialKicked, but he did not answer me yet. Maybe a moderator coud give me an advice?
@ DrBullwinkle
Once, I ordered my fighters back and one of them got stuck in a loop somewhere. I think it has something to do with the hull and shield dependent retreat limit.
When a fighter reaches the limit and the script orders him to retreat, and then you order all ships back, I think then it could get stuck in al loop. Not certain about that.
cheers
-
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
What do you want updated? ADS works fine with AP and many people use it. The only active "bug" that I see is minor and there is an easy solution on page 20. (Or just use a different carrier).Happyblue wrote:I would love if someone updated ADS. I so miss those scripts.
I have never seen the "attack fighters" script work properly, so you would have to create your own autopilot script if you really want to change the behavior. It is not impossible, but you would be changing a vanilla script rather than ADS.Nicoman35 wrote:3. The main reason I began changing ADS: I missed a feature where you could tell your defensive squad to concentrate on smaller ships. Because M1 and especialy M2 tend to finnish off the fighter support real quick.
An easier solution is to use heavier fighters. I have had extremely good luck with Falcon Haulers as "multi-role fighters". They mine, they trade, and they rule the "sky" both In-Sector and OOS. For IS use I give them half ammo-based guns because they have small weapons generators. A wing of ten does a pretty good job of killing even capital ships.
Falcon Sentinels are even tougher than Falcon Haulers, if you don't need them to mine and trade.
Fighters do that sometimes. Again, it is a vanilla issue; not ADS.Once, I ordered my fighters back and one of them got stuck in a loop somewhere.
The cure is Gazz's Docking Lockup Fix.
.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
-
- Posts: 163
- Joined: Sun, 14. Mar 04, 05:15
-
- Posts: 681
- Joined: Thu, 17. Nov 05, 13:12
I've removed most "get true ammount" and replaced them by "get ammount".DrBullwinkle wrote:What do you want updated? ADS works fine with AP and many people use it. The only active "bug" that I see is minor and there is an easy solution on page 20. (Or just use a different carrier).
Also, I made ADS available for M2 class.
I AM making one on my own.DrBullwinkle wrote:I have never seen the "attack fighters" script work properly, so you would have to create your own autopilot script if you really want to change the behavior. It is not impossible, but you would be changing a vanilla script rather than ADS.


I use Blastclaw prototypes. But I'll try falconsDrBullwinkle wrote:An easier solution is to use heavier fighters. I have had extremely good luck with Falcon Haulers as "multi-role fighters". They mine, they trade, and they rule the "sky" both In-Sector and OOS.

As for the stuck fighter: No, it was no docking issue. The fighter was about 30km away from the carrier. It read "Retreating" (or similar), then, every 5 seconds or so, for a fraction of a second changing to ....something I could not read fast enough, then switched back to retreating.
But hey, I just had that once. And it was in the very beginning. Also, I use around 60 mods at the same time. Could easily be something else.
-
- Posts: 3
- Joined: Fri, 10. Aug 12, 01:45
-
- Posts: 1277
- Joined: Tue, 13. Dec 11, 08:27
-
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
Hello,
The script work in AP but i have a bug wich is annoying me. The hotkey to send a wing against my target is not working. The wing is correctly launched but it just attack anything in range instead of my target.
It seem to have something to do with anarkis.acc.hotkey.cmd.attack.xml, anarkis.acc.wing.attack.pl.xml or anarkis.acc.wing.attack.xml. Someone with enough scripting experience have time to look at it?
Thank you.
The script work in AP but i have a bug wich is annoying me. The hotkey to send a wing against my target is not working. The wing is correctly launched but it just attack anything in range instead of my target.
It seem to have something to do with anarkis.acc.hotkey.cmd.attack.xml, anarkis.acc.wing.attack.pl.xml or anarkis.acc.wing.attack.xml. Someone with enough scripting experience have time to look at it?
Thank you.
-
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
Sorry for the double post, but if someone is interested, i have found a workaround.
In anarkis.acc.hotkey.cmd.attack, i have replaced the line
by
The hotkey now open the launch menu opened by the "[ADS] Launch wing against...." command in the ADS menu with my target preselected.
In anarkis.acc.hotkey.cmd.attack, i have replaced the line
Code: Select all
START = [PLAYERSHIP] -> call script 'anarkis.acc.wing.attack.pl' : target=$aim wing size=$count
Code: Select all
START = [PLAYERSHIP] -> call script 'anarkis.ads.wing.attack.pl' : target=$aim
-
- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
Excellent. Thank you.anachron13 wrote:Sorry for the double post, but if someone is interested, i have found a workaround.
In anarkis.acc.hotkey.cmd.attack, i have replaced the linebyCode: Select all
START = [PLAYERSHIP] -> call script 'anarkis.acc.wing.attack.pl' : target=$aim wing size=$count
The hotkey now open the launch menu opened by the "[ADS] Launch wing against...." command in the ADS menu with my target preselected.Code: Select all
START = [PLAYERSHIP] -> call script 'anarkis.ads.wing.attack.pl' : target=$aim
-
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
-
- Posts: 181
- Joined: Wed, 15. Sep 10, 13:09
-
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
I don't really understand what you mean by 'your tiny fox' (sorry english is not my native language).
I have posted a workaround for the attack hotkey problem a few post ago, i could post the edited file if you want.
I also have modified the original clear sector hotkey to take into account docked M6 (i'm using XRM) separatly from the other fighters. IE launch wings of 5 fighters and wings of 2 M6. It will also try to focus on player target first if it's not too far and it's an enemy. I think i could post that this evening if anyone is interesting. But has i'm not really using the automated mode, i'm not sure if this will not cause problem.
I haven't do much more on ADS itself. I'm working on something similar to the actual clear sector hotkey that i called "Scramble Launch" wich instead of just launching the wings with an "attack all ennemies" command, will try to smartly engage ennemies in radar range (as defined in the ADS setup menu) and will escort the carrier until further instructions when all ennemies in range are destroyed. But it's quite in alpha stage for now.
I have posted a workaround for the attack hotkey problem a few post ago, i could post the edited file if you want.
I also have modified the original clear sector hotkey to take into account docked M6 (i'm using XRM) separatly from the other fighters. IE launch wings of 5 fighters and wings of 2 M6. It will also try to focus on player target first if it's not too far and it's an enemy. I think i could post that this evening if anyone is interesting. But has i'm not really using the automated mode, i'm not sure if this will not cause problem.
I haven't do much more on ADS itself. I'm working on something similar to the actual clear sector hotkey that i called "Scramble Launch" wich instead of just launching the wings with an "attack all ennemies" command, will try to smartly engage ennemies in radar range (as defined in the ADS setup menu) and will escort the carrier until further instructions when all ennemies in range are destroyed. But it's quite in alpha stage for now.
-
- Posts: 181
- Joined: Wed, 15. Sep 10, 13:09
Sorry, was posting that in a bit of a hurry.
I meant your *fix*
And if get you right m6s are not controled by standart ADS? If not, then you can call those modified files an unofficial XRM-compatability fix
Would be pleased if you post them somewhere around as i think codea is just too much of rocket science for me. In fact i don't play that much to actualy get time to learn all options codea offer so using ADS just suits my playstyle.
Thanks in advance!
I meant your *fix*

And if get you right m6s are not controled by standart ADS? If not, then you can call those modified files an unofficial XRM-compatability fix

Would be pleased if you post them somewhere around as i think codea is just too much of rocket science for me. In fact i don't play that much to actualy get time to learn all options codea offer so using ADS just suits my playstyle.
Thanks in advance!
Haste-whip TrixX!
-
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
They are controled by standard ADS if set to active in the hangar menu but they are treated the same way as the fighters. Meaning that when standard ADS generate a wing, he will just randomly pick 5 active ships of the carrier, without knowing if this is a M6 or a fighter. You will then have a mixed wing like 4 fighters and a M6, wich i found not really effective. In most of the case, the M6 will just lag behind the M3s so i prefer to separate them.
I will upload the files when at home.
I will upload the files when at home.
-
- Posts: 144
- Joined: Tue, 2. Nov 10, 23:41
Here it is : ads_fix.zip
There is two xml files in the zip archive, just extract them and overwrite in your scripts folder. If you have any problem, just re extract the same file from the original ADS archive.
The anarkis.acc.hotkey.cmd.attack.xml script is the script modified with the workaround described in this post .
The anarkis.acc.wing.clearsector.xml included in the zip just add the M6 management (as described in my previous post, fighters will be sent in wings of 5 just like in the original script, and M6 will be sent in wings of 2).
I have not much tested this one in this state so feel free to report any bug you may encounter, i will see if i can correct it.
Obviously, all credits goes to Serial Kicked.
There is two xml files in the zip archive, just extract them and overwrite in your scripts folder. If you have any problem, just re extract the same file from the original ADS archive.
The anarkis.acc.hotkey.cmd.attack.xml script is the script modified with the workaround described in this post .
The anarkis.acc.wing.clearsector.xml included in the zip just add the M6 management (as described in my previous post, fighters will be sent in wings of 5 just like in the original script, and M6 will be sent in wings of 2).
I have not much tested this one in this state so feel free to report any bug you may encounter, i will see if i can correct it.
Obviously, all credits goes to Serial Kicked.
-
- Posts: 181
- Joined: Wed, 15. Sep 10, 13:09