[BONUS Plug-In] Gunnery Crew turret plugin - Version 3.02

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Steve J.
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Post by Steve J. »

I just installed the 104b version and it isn't showing up in the Eq. Docks in either Argon Prime or Omicron Lyrae. Will try to investigate more...
Steve J.
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Post by Steve J. »

As a followup, I activated the script editor (had never done that before) and manually executed the gunnery init script and the ware showed up after that in Argon Prime (haven't checked OmiLyrae, but I bet it's there).

So I'm not sure if there's a bug that caused the init not to run properly upon install, but at least I can now use the thing to make the turrets smarter. I look forward to trying it out from my Oddy on some Xenon and Khaak!
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Reven
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Post by Reven »

The only reason I can think of as for why it wouldn't run is that you are using an old version of X². I'm not sure what version added the "setup" scripts, but I think it was at least version 1.3. Prior to that, only "init" scripts were executed at game startup.
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Vaylon
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Post by Vaylon »

Nice work Raven, It's now showing up in both docks, I'll test it later and give some feedback. But for now it's off to work for me. Well in Beta3 anyway.

Cobraking001 try the update now, should be there now. :)

-NJ
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rfoote
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Post by rfoote »

Reven wrote:
frymaster wrote:I notice there was no mention in the priority list of missiles, would there be a "missile defence" option for this script? for one thing, missiles have a different preferred weapon hierarchy (psg and iond still at the top, but the IREs and so on become much more useful)
I have provisions in the script already for selecting the optimum CIWS (close in weapon system - military jargon for anti-missile guns) gun. I am still playing with this, and haven't yet made a decision on whether to incorporate this or not. At the moment I am actually favouring a different script that you would attach to a ship's extra command slot that would use mosquito missiles to intercept incoming missiles that are a threat. However, I haven't rules out a combination of anti-missile rockets and point defense gunnery.

If I do go with making the script handle missiles as well, the weapon choice will be based first on WMD's (IonD/PSG are both extremely effective against missiles), and then next based on whatever gun you have available with the fastest refire rate.
frymaster wrote:Also, does the script change its behavior OOS ie PSG is not that effective, collateral damage doesn't apply etc.
OOS this script is irelevant. If you look on any out of sector ship, you'll notice that no turret scripts are running. The game doesn't use turret scripts for OOS combat. For in-sector combat, the system switches out to the default gun, which will always be the gun with the most OOS combat rating, whenever it isn't engaging.
frymaster wrote:VERY nice idea, if you need more testers I am willing to help
I haven't heard back yet from many of the testers so far, but I've used it for a couple days now with no lockups, so I believe the script is safe. Therefore, I'll open it up to public testing.

So far I've used it on a Split Elephant (it's wonderful there because the turrets only have 1 gun slot each, so switching between IonD and HEPT triples the turret's effective kill rate), a Teladi Albatross, and an Argon Titan. It turns the Titan into a Khaak M2/M1 killing machine. As long as the Khaak capital ship is approaching you, so you can get into IonD/PSG range quickly, you're set to go. I may call this script RAID, cuz it kills bugs dead. :)

Keep in mind that the script does not yet have an automatic update system, which I will add soon. This means that when the actual release is made, you will have to go to each ship this script is installed on and halt it and restart it. So, don't deploy this TOO widely until the autoupdate is in place.

The url to download this is ftp://ftp.excelcia.org/x2/scripts/GunneryCrews101.zip.

Thanks, BTW, to JV who pointed me to the reseource to use to make sure this script doesn't conflict with other published script's command slot usage.
Reven.....I'd like some help...I downloaded your Turret file and apparently Idid not "install"it correctly, as I get no "software" to buy anywhere. I downloaded the .zip file, opened in Winzip, and moved the script files into the X2 script file....drag-drop...and nothing changed...please help. as this sounds like a great idea!!!!! I'd really like to try it out!!

PS....tried to install the BPH software also...no luck!!!!

rfoote@blackfoot.net
Cobraking001
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Post by Cobraking001 »

hi just a quick question about the the update problem was that only in beta or is it still a problem in the public re;ease version.


Why i ask is i am short on cash some how. had alot but i think my piloits must have spent it all at the pub. So can't really adford 2 mill since i want to get a new ospyrey for the ore belt for OSD
Vaylon
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Post by Vaylon »

rfoote
Reven.....I'd like some help...I downloaded your Turret file and apparently Idid not "install"it correctly, as I get no "software" to buy anywhere. I downloaded the .zip file, opened in Winzip, and moved the script files into the X2 script file....drag-drop...and nothing changed...please help. as this sounds like a great idea!!!!! I'd really like to try it out!!

PS....tried to install the BPH software also...no luck!!!!
yeah there was a bug in 101 try the latest which is 104b here ftp://ftp.excelcia.org/x2/scripts/GunneryCrews104b.zip

Cobraking001 yeah both have been updated see above for the correct file :)

Right I'm off to try a XI mission and give it a good testing.

-NJ
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Cobraking001
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Post by Cobraking001 »

when i talked about the update problem i was mean having to buy it again when a enw version comes out?
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Reven
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Post by Reven »

Oh, no - you don't have to buy it again.

This is the issue: when you order any of your ships to do any command, the script for that command is loaded and stored in memory. If the script is updated after that, then you still have ships out there with the OLD version in memory.

The automatic update system is just a way for the script to detect when a new version has been installed. The idea was for it to get itself to shut itself down and restart with the new script. This works fine for ship commands, but turret commands are a little different. You have to launch them as a different task. This isn't working properly in the script - either a bug in X2's scripting or I'm not doing it right. I'm still experimenting.

So, as of Beta 3 or so, the turret script doesn't try to restart itself. It halts itself and writes a message in your log telling you that you should restart it, and on what ship and turret.

I hope this makes things clearer.
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Nemomuc
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Post by Nemomuc »

Great Script : works really good on my system.

But the german language file .. Yikes

Here is a better one :

Code:

Code: Select all

<?xml version="1.0" encoding="UTF-8" ?> 
<language id="49"> 

<page id="17" title="Boardcomp. objects" descr="Quad line groups for ware factory pairs or twins (spoken by Boardcomputer)"> 
 <t id="5863">Geschützpersonal</t> 
 <t id="5864">Sie können hoch trainierte und gut ausgebildetes Geschützpersonal anwerben, um  Geschütztürme Ihres Schiffs zu bemannen.  Diese erfahrenen Mannschaften sind im allgemeinen viel wirkungsvoller als die derzeit verwendete Standardkampfsoftware.</t> 
</page> 

<page id="2010" title="Commands" descr=" "> 
 <t id="925">\033RGeschützpersonal:\033X Greife Feind an</t> 
 <t id="1218">\033RGeschützpersonal:\033X Raketenabwehr</t> 
</page> 

<page id="2011" title="Commands" descr=" "> 
 <t id="925">\033RGP\033X.A.F.</t> 
 <t id="1218">\033RGP\033X.R.V.</t> 
</page> 

<page id="2498" title="Text" descr="Text for Reven's scripts"> 
 <t id="1000">\033RGeschützpersonal:\033X Raketenabwehr unmöglich\033Y%s\033X, keine Moskitoraketen im Laderaum mehr vorhanden.</t> 
</page> 
</language> 

EDIT: Updated language file. Corrected the language code and Wareslot back to 5863.

I suggest to change the ware slot to 5833 if possible, 5863 is used by the Hullrepairsystem HRS (i am not willing giving up HRS). And almost 100000 Credits are plenty enough or a gunnery crew.

Btw what about putting the Gunnery Crews into Argon Trading Stations, hire people on a Trading station as the Sectors Headquarter seems to be more logical than at a Equipment Dock. (It works with your script).
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Reven
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Post by Reven »

Version 2 has come out of beta and is now released. I have updated the starting post in this thread with the information on it.

Download is: ftp://ftp.excelcia.org/x2/scripts/GunneryCrews200.zip

Please read the README included with it - it has important information.
You were warned... pirates will be hunted down like vermin.

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Cobraking001
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Post by Cobraking001 »

Reven wrote:Version 2 has come out of beta and is now released. I have updated the starting post in this thread with the information on it.

Download is: ftp://ftp.excelcia.org/x2/scripts/GunneryCrews200.zip

Please read the README included with it - it has important information.

getting con not find server

thanks
Cobraking001
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Post by Cobraking001 »

if u want a 2nd place to host it just le me know


got 1 gb of space not being used
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XU Vagabond
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Post by XU Vagabond »

yeah the link seems not to like me since it opens up a window and dose nothing.
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Deathsheep
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Post by Deathsheep »

Its because that filename doesn't exist. :!:

"Beta 5" is on there, but no apparent "final version". :cry:
sigma25
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Post by sigma25 »

this ftp://ftp.excelcia.org/x2/scripts/GunneryCrews200.zip works just fine; not sure though its its the final one but I think it is. Thank you very much for creating this fine script. :x2:
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Pinger
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Post by Pinger »

2.0 Final is failing to run, will test again with the beta's. Only Scripts I have in use are all signed and in my sig.
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Reven
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Post by Reven »

[edit] Wrong thread - whoops
Last edited by Reven on Sat, 9. Oct 04, 15:02, edited 1 time in total.
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Pinger
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Post by Pinger »

Got it working now, but I had tried from beta 2.1-.5 none loaded automatically, finally got it after running the setup plugin manually


edit: ok been trying it in my Ody with PSG PPC weapons, it works mostly, but 2 things which are related.

The PSG has a effective range of 4-4.6km if moving which X2 never uses to full effect. So as a side bug of your script, the Friendly fire detection is failing as it's not within the games auto firing distance of about 2.4km. So my forward turrets are happily firing away when a trader gets within 4km and gets hit.

So would suggest a change to the safe range for PSG's when friendlies are about.
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Reven
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Post by Reven »

The safe range is 5km, but the problem is that you can't get a distance in the script from a turret to a ship. When you ask for a distance from your ship to another ship, it gives you (I think) the distance from your bridge to his bridge. Not sure how big the Oddy is, but a Titan is 2.4km long. If your PSG has a range of 4.4km (and PSGs will hit further than their rated distance), and if the front is a kilometer from your bridge, then I can see that happening.

What I'll do is have the safe range be variable depending on the WMD you're using. 5km for A/B PSGs and IonDs, prolly better make it 7 or so for the GPSGs.

I'll write up a tweak for this.
You were warned... pirates will be hunted down like vermin.

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