[Script]RS.Turret Defence

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davie_36
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Post by davie_36 »

just 1 ship (titan) and assigned on 5 turrets
davie_36
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Post by davie_36 »

wellll i found out why my saved games went upto 30 megs

someone ,( wont name names ) ran a debug log on his titan when he installed the script , just to check it was running (it was ) and someone forgot to turn it off and clear the log .... and then went on and played for a few hrs (real time) hence why the HUGE save file ... this someone also spent a few more hours trying 2c what the problem was with his game slowing down and taking forever during saving and loading .....

this someone feels a TOTAL N00B and will park his titan and colosuss infront of a gate and take a huge race hit decrease for wasting you good folks forum time

i did learn a lesson (TURN OFF LOGGING on ships after you have checked them ) wait i got 104 ships suuuuggggaaaaar im gonna have 2 check em all N00000000000000000000000000!!!!!!!!!!!!!!!!!!!
plynak
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Post by plynak »

I can not assign this command to a ship I am not in. Is this deliberate? If I try it for example on my multisector patrol Centaur, the command for turrets still shows NONE. I need to transport to the ship, change the command to ATTACK ENEMIES and transport back.
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DeBernd
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Post by DeBernd »

Hello Red Spot,
Great Script you made there !
There would be one addition I would LOVE to see:
Leave the Attack Target order as you made it...
ADD and "Attack Fighters" Order that just doesnt use PPC. So you can Fight near station (for example with Cycrows Guild Scripts "Defend Station etc") without hitting stations and Capships with gamma PPC all the time. I hat an Colossus and a Titan turn red yesterday...
At The moment I need different Destroyers, one that has GPPC onboard anf one that doesn't...
Keep in mind that your script also changes area effekt weapons when there are freindly ships in the way - so this manual option would be no cheat, just a choice.
Excuse my not so damn good english grammar...

EDIT: I Just Got the Problem with Assigning "Attack Enemies" in ships Im not in too ! Give the Command and turret still is on "None" The Other Commands work...
Last edited by DeBernd on Thu, 17. Aug 06, 14:47, edited 1 time in total.
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plynak
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Post by plynak »

The main problem is that X was not supposed to be a capitalship simulator. I have had many problems with my stupid Titan hitting everything but the target. So I agree with DeBernd, it would be great.

And maybe add an opposite one, attack capital. Yesterday in a Xenon sector I had one K and many Ls and Ms against me. Of course the K was the biggest threat, yet my Titan decided to go after all those Ls and Ms.
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DeBernd
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Post by DeBernd »

to plynak:
Youre Completely right.
The Best thing would be 2 Commands:
1 Attack Fighters
2 Attack Capital
But there has to Target-Priority in the Script, 1 attacks only Fighters 2 only Caps. This is Probably more Complicated than just leaving GPPCS out like i Suggested... But it would be even greater...
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Jakesnake5
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Post by Jakesnake5 »

In order to assign turret commands to ships your 'not in' make sure you have the Fight Command software installed on those ships. Without, it won't show up.

No if you DO have FC on those ships, then your running something thats interfering?
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plynak
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Post by plynak »

I have the Fight Command on all my ships (I alway buy it for a new ship). I can assign the turret as Protect Ship and Missile Defence. But if I try to give it Attack Enemies, it still shows NONE. And I have only one other script running, Cycrows Race Military. This should not affect turret commands in any way.
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Red Spot
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Post by Red Spot »

plynak wrote:However I have discovered, that if I take the Titan to the approporiate Xenon sector, to kill those Js bringing in reinforcement, turrets will start working after a while. At the beginning, they change weapons like crazy, but then they start shooting exactly the way they should. Strange indeed.
the posts you've made so far are giving me the impression that you want to be on top of things, imo maybe a bit to much, as the turrets should start behaving like you describe and than fire, wich it seems to do, however you may "expect" it to fire sooner, wich is actually something I have been preventing to try and prevent a lot of "long range fire" ...

Anyway something that might double the effect of the fire-delay wich may have been the case in your example, is that theoraticly you can "fool" a turret, what I mean is;
when a target is found a turret will track the target when it has a clear aim it will check if the target is or was in firing-range, if the ship is and was in range turrets fire (note that in range means in range of the weapons currently installed), if the ship is and out of range than no fire or delay,
but if the ship was out of range when started tracking but when having an aim is in fire-range, there is a fire-delay.
Now by closing the distance between you and your target at such a speed that after the delay you have just got to the border of the range of the next smaller weapon, wich could trigger an other delay, and so on, probably very unlikelly to "trigger" it, but it should imo be poss. (and is something I actually like, it hasnt been programmed like this, but imo is a welcome feature, adds a tactical element to the script)


plynak wrote:I can not assign this command to a ship I am not in. Is this deliberate? If I try it for example on my multisector patrol Centaur, the command for turrets still shows NONE. I need to transport to the ship, change the command to ATTACK ENEMIES and transport back.
weird, as I'm pretty sure the command is set and I see no reason for it to not be set when used on an other ship than your pers.
anyway as I again doubt its "just" this script, and I can hardly call it a real problem (you've already found a way around it ..;)) I'm not about to spend time trying to figure it out (it most likelly again will end up being an other script or engine-flaw, wich means I'd be "wasting" time)

(this script is already "old" when compared to what I'm currently using/working with, so this script is basicly history ...)



DeBernd/plynak ..

Not by my hands ..... :D
"IMO" people want things to be to easy for them, and I'm not the one going to supply it, as I like a bit of tought before action, and "never" have had a problem of my ships hitting stuff they "really" shouldnt. (my ships never hit stations as I dont allow IS ships to fight near stations, and any "friendly" in a fire-fight is .. er .. not my ship ... :twisted:

(on a side-note; what your asking is impossible if you like "my" script, as the way it is but also "has" to be written it doesnt allow for excluding certain weapons, everything in the hold is used, anything or nothing ...
this most likelly is also the reason why this script is able to behave as well as it does and still be pretty undemanding (at least for a turret-script))


Jakesnake5 ..

there currently is no FC, so I guess you mean "turret defence" where you write "FC" ??

anyway if so, than you could be right, if you can see the script running but cant see the commands or they dont work, than there is the poss. of it being caused by an other script that in a imo weird way seems to be doing/trying to do "stuff ?" ..



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plynak
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Post by plynak »

1) Thank you for explanation. Yes, the problem with ships not accepting the command Attack Enemies is not such a big one. I usualy set it on Protect ship and it works. I even do not know if these settings have some influence in OOS.

2) Hmm, you are lucky it seems. In every Xenon Invasion, my Titan hits many friendly targets. Ususaly because it is trying to shoot a fighter with PPCs. And closing in in a Titan (speed 49) really takes some time.

3) O.K. It was just a suggestion :) Maybe sometime you change your mind.

Anyway, your script was the first I have ever used and it is excellent.
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Jakesnake5
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Post by Jakesnake5 »

No, my use of FC above is for the Fight Command Software you buy at stations. Not YOUR FC. :D
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Red Spot
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Post by Red Spot »

I dont do BBS mission, 1 of the reason being the problem your having (diff. turret script will not be helping you here, they might only make it "less worse")
I've got a few more .. but this isnt the topic for that ....



I doubt that I will change my mind, and even IF I would, I still cant change the SE .......



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vampirecosmonaut
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Post by vampirecosmonaut »

Is there any way to mark a weapon or turret immune from the weapon switching? I'd like to set two turrets as "attack my target" with GPPCs and have the others turrets use this script, but the script keeps grabbing my GPPCs and using them on fighters. :shock:
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Red Spot
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Post by Red Spot »

simply make your turrets stop my script, than install GPPCs on the turrets that should be on protect and than restart the other turrets using my script, the turrets will only use the weapons freely available and wont make other turrets give up their weapons so those protect turrets use the weapons that where given to them.
(I do however for "best results" advise to command a ship allround to be using my script, as part of what makes this script "capable" is the combined fire.)



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ORIOLE
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Post by ORIOLE »

If you guys want a good turrent command script have a look at this:

Turret Commands plugin

I am using it and its great with no problems so far. No more accidentally shooting at stations. :)
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vampirecosmonaut
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Post by vampirecosmonaut »

ORIOLE wrote:If you guys want a good turrent command script have a look at this:

Turret Commands plugin

I am using it and its great with no problems so far. No more accidentally shooting at stations. :)
I'm aware of that script and I'm going to play around with it.
The only problem with it is the fact that it lacks energy management and weapon switching, which is why I prefer this script ATM.
The first documented attempt in human history to use a rocket for spaceflight
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The resultant explosion presumably killed him.
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Red Spot
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Post by Red Spot »

ORIOLE wrote:If you guys want a good turrent command script have a look at this:

could you please leave your commercials in your own topics .. thanks ..



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LUBEggA
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Post by LUBEggA »

Hi Red Spot,

tried your new turret script but I have to say I liked the old one (RS.Turret.Defence) more because you were able to setup a weapon array for each individual turret and by this assigning different tasks to them. But on the other hand your new script allows for better energy monitoring... Perhaps a combination of both would be a new way to further develop your turret script?!?
Would you mind providing a link to your old script or pm it to me?

Nonetheless keep up the good work, you scripters keep games like these alive and your work is very much appreciated!
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ShyTech
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Post by ShyTech »

So when is this new version comming out?

I really would like something that targeted better with my oh.. brain fart.. those weapons with the green bar LOL...

Seems the taget never gets hit.. well unless your like REALLY close..
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Red Spot
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Post by Red Spot »

LUBEggA wrote:.......
Would you mind providing a link to your old script or pm it to me?

I wouldnt mind .....



I however no longer have it, as it simply is no match for what you can currently get.(whenever I release a new script the old goes in the bin.)

btw the current vs. the previous would be like putting an M4 up against a heavilly armed M3 and ask wich AI-ship will win .......


the energy-managment wouldnt even work in the previous version as it really wasted energy (wich was kinda 1 of the main reasons why I developed it in this direction ...)




SkyTech ..


with the right weapons and tactics any ship you "should be able" to kill gets swapped in seconds using this script, I've even had moments where I disabled my own script and used the vanilla "protect" commands as my ship was killing to fast and there was quickly little left for me to do ...

anyway, there is nothing a script can do about hitting stuff, if you know how the SE fire-commands work you will know why ....
(that said, the "combine fire" stuff seems to be pretty darn succesfull ...)



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