[SCRIPT] Race Military + Patrol Missions V1.10 : Updated 15/08/2006

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Cycrow
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Post by Cycrow »

well, the pirate miltary is only kind of half implemented really, in a futre mission there will a proper pirate miltary with different missions, but its not completly in yet
Yellowman
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Post by Yellowman »

Uhhh Cicrow are u gonna update this in a short time??

Because i'm a little bit borred acutually. Only escorting is not fun anymore after 20 escorts :) .
Cycrow
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Post by Cycrow »

i will eventually, but i've been abit busy with other things
like trying to get a job, etc ;)
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Post by Yellowman »

hahahaha np m8te u do so much for this game. :D

Hope u find a job m8te :!: good luck :)
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ethoward71
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Post by ethoward71 »

I downloaded and installed the package with all the scripts in it on Friday night (April 21) and am just now playing them for the first time.

In the military script I was on my first escort mission with the Split Millitary and all was going fine until we hit the second sector. Went through the jump gate just fine, the leader was about 4k out but I was able to catch up with him and we continued on. When we got about half way to the next jump gate he just came to a stop and isn't moving or doing anything at all. It's the Rhonkar's Clouds sector.

I saw one other post in this thread of somebody having the same problem but didn't see any responses to it. Is this a rare occurance?

Thanks for all the hard work, so far I'm loving it, really adds more depth to the game.
Armegeddon
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Post by Armegeddon »

ethoward71. The other post was probably from me. I haven't had that bug reappear with the latest version (still sometimes get the fail when leader goes through gate though). The problem appears that the script tells the leader to move to the center of the sector, and check if he is a certain distance away. What happens is the script engine moves the leader close enough to the center that it thinks he's there, but he is still farther away than the script wants. The only way to fix this is to either somehow "push" the leader closer to the center, which is difficult, or manually run a script on the leader that tells him to once again move to the center. Said script would look something like this (taken from A1.MoveCenter from Salvage Network script):

Input is Var/Ship where you select the leader ship, we'll call that $ship.

Code: Select all

001 @ = $ship -> move to position: x=0 y=0 z=0 with precision 10 m
002 return null
If you have the Salvage Network script installed, you can simply run A1.MoveCenter from the script editor and when the first dialog comes up asking you to choose null or var/ship select var/ship and select the leader ship. That will cause the leader to move close enough to the center of the sector that the military script can resume control.
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Armegeddon
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Post by Armegeddon »

Is there any chance you can make the leader not slowly fly in circles if a ship (usually an M5) happens to move abit away from the rest of the attackers? I keep getting fights where a single enemy M5 ends up about 10k away from the rest of us and instead of heading towards it to finish the engagement, the leader just starts flying in circles near where the rest of them where. When I head off and kill the last ship, I then fail the mission for being too far away.
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Cycrow
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Post by Cycrow »

i've not seen that before, but sounds like an auto pilot problem.
and without rewritting the autopilot reoutines i doubt it can be fixed.

unless its something else thats happening ?
you get alot of escorts flying circles aorund a leader when they are set to follow
Armegeddon
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Post by Armegeddon »

I assume the way the patrol script is setup is that the leader wont resume the patrol until all the enemies from an attack wave are dead. What this appears to be is that the leader is unable to detect the lone M5 that has moved away from the main battle, and since the script wont continue until that ship is killed, the leader just idles in position. I don't know how you would correct that. Perhaps have the patrol script check when it gets down to a single enemy how far away it is from the leader and send the leader an attack command?
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Risky
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Post by Risky »

Well I just tried it out. 150k to join then 100k fist mission met approx 5-8 Khaakh M5-M4-M3. Now I'm seeing another mission for 80k.

The only thing that worries me is that the rewards are quite high compared to the standard game missions. An 80k Assasination is 4M3+TL which I can't even manage in the Buster.

EDIT: Oh and the first Patrol leader was flying an Argon Mamba!

EDIT: Got a message in my log saying "Finised isson"
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bladeuk
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Post by bladeuk »

I have been doin a few missions for the argon and would like to know what the ranks are and what experience you get them, so far ive only got 2000ish exp but only done 3 missions
TehFreak
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Post by TehFreak »

Courtesy of "plugin.military.incexp.xml"

Ranks at 8000, 20000, 45000, 110000, 250000, 600000, 1500000, 3500000, 8000000, 18000000.
Cycrow
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Post by Cycrow »

The ranks are:

Cadet
Second Lieutenant
First Lieutenant
Captain
Squadron Leader
Wing Commander
Air Commodore
Air Vice Marshall
Air Marshall
Air Chief Marshall
Admiral
Risky
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Post by Risky »

Cycrow,

I've been running this for a while now and have a few questions/suggestions

  1. When there are already enemies, say a cluster, in the sector the patrol seems to plow on ignoring them. Does this change if the leader is attacked? Or the Escorts? In my case I had to break to fight as they were heading for me, having passed on the patrol.
  2. Should the routes be biased to take in border sectors rather than the core? This would help the comedy of a pirate attack in Argon Prime with multiple cap ships raising hell (I have no idea what happens when one of the PSG equipped escort lets loose there!).
  3. A future, maybe higher level, mission could be to take out a Pirate base, spawned for the purpose, perhaps. I guess the leader could have an M6 for this? (The base should be removed if the player abandons the mission)
  4. I think there maybe should be min in combat rank requirements to advance levels, or possibly in the ship you take along?
  5. There be a experience penalty for failing the mission, need not be huge but would be consistent with other BBS.
  6. Ideally there should be a warning that you are straying too far from the leader before the mission is terminated.
I'm closing on level 2 anyway so I'll see what changes then....
Last edited by Risky on Wed, 7. Jun 06, 17:09, edited 1 time in total.
Cycrow
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Post by Cycrow »

1. I've been trying to decide weather or not to include the other enemy ships, atm its just the ships that are created for the mission.

2. well, the problem with border sectors is that theres no easy way to detect if they are border or core sectors, so right now it will just use any sector for the race. Im working on a few ways to detect the difference between them for a few other scripts, hopefully ill come up with something.

3. this mission is already planned and half made, however, im currently working on Firelance, which also includes this script as one of the core scripts, and it will have several missions for it that uses some of firelances unique features.

4. There already is a limit on rank, but its not combat rank, its your miltary rank, there will be higher level missions that are only accessable via higher miltary rank, but i've not finished these yet.

5. There is already a penilty, you can get suspened from the miltary or even dismissed, dissimal will require to to join again at a much higher cost as well as reduce your rank.

6. I've been thinking about doing this, but a warning message wont be practial, so i need to find a sound effect to use instead
Risky
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Post by Risky »

Maybe there's a case for a race rank min. I've suddenly got a very low Paranid Rank so I couldn't even go into the core sectors;) but still got an offer to join the military as I had a licence from way back.


Also, and I need to look into this, I took my first level 2 mission in a Nova and in the end had to fly in an M4 to get rid of the Pesky M5 which was zooming around I was pleased to that you cna change ships without loosing the mission but I'm curious if we end up with an all-M3 patrol agains a buch of tuned M5 Yaki that the figth will go on for years!
Cycrow
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Post by Cycrow »

Im currently Updating the Miltary

if anyone has any ideas, new features, bugs, new mission or tweaks they want to mention, you can post on the BUG TRACKER

I've already added information on some bugs and new features i plan to add, so any others if you mention them there ill try my best to get them in the new version
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joeone
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Post by joeone »

ive just installed this script with your script installer and have the liscence for all races, yet everywhere i go i can not find any messages on the bbs to enrole in the military....
Have i gone wrong somewhere or does it just take time to find a bbs message with the enrolement option?

Thanks in advance.
Cycrow
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Post by Cycrow »

have u made sure u've enabled the script editor in game ?

http://x3.ircwhore.co.uk/help
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joeone
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Post by joeone »

yes its enabled.

[Edit] However, i did get the licences through lv's add ware script, could that have any effect?

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