[SCRIPT] x0ne Turret Control System (TCS) 1.02 [UPDATED 31/12/2010]

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asyikarea51
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Post by asyikarea51 »

No, I didn't back up a single thing. Basically a sudden and bad wipe. But with games such as X2 and X3, I'm bound to *CENSORED* up my install sooner or later, it's almost inevitable. Plugin Manager sure saves a lot of hassle, but there's only so much of that hassle it can save you from... :rofl:

How should I put it, erm... the scripts were still in the scripts folder, but the references (whatever they may be) to PM 1.86 were gone. Rather than cherry-pick the scripts one by one, I might as well just junk the whole thing. Considering that 1.86 tends to crash out on me a lot, especially with the XTM spk even though the spk is perfectly fine.

I can understand how you feel though, running into an error somewhere but never be able to track down the source of the bug - gone through it with another game myself. :shock:

I'll go script back my fleet once I reinstall all my scripts XD
x0ne
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Post by x0ne »

plynak wrote:Yes, me and everybody else. It seems these scripts did not make it to 0.7.2 I can try it, but I am going to vacation the next week and do not know if I will be able to play.
Ahh, you should have kept hold of your 0.7.1 .spk's :D PM me if you want it, it wouldn't take more than 10mins to check.
x0ne
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Post by x0ne »

asyikarea51 wrote:Considering that 1.86 tends to crash out on me a lot...
Ah-ha, this is probably why you've had issues with custom wares. The PM makes most of its changes when you close it, so if it crashes before or during this... well it doesn't take a rocket scientist to work out this can lead to problems!

If the PM bombs, it's best to open it up again and re-do what you did with it before the crash.
asyikarea51
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Post by asyikarea51 »

Well usually when it crashes out, I load it again and then exit it.

On some of the attempts I would uninstall and reinstall the script again and start a new game for testing, but as you can guess, those attempts didn't solve anything.

Time to start reinstalling my scripts... :D
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Axeface
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Post by Axeface »

Some questions..

1. Is it supposed to cost 18 Million? :)
2. The ware is in equipment docks for me, but nowhere actually has any in stock, Do they get stocked after a while or something? Or may there be a problem.

Cheers! It looks like a great script, I cant wait to try it out.
Gallery of my X ships and fanart eg, Boron Megalodon
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Disclaimer: Axeface will ignore 'don't like it don't use it' responses :wink:
x0ne
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Post by x0ne »

Axeface wrote:1. Is it supposed to cost 18 Million? :)
Yes, it's made from military grade hardware and that's hard to come by. Hence the price tag.

Axeface wrote:2. The ware is in equipment docks for me, but nowhere actually has any in stock, Do they get stocked after a while or something? Or may there be a problem.
Check all Argon and Split EQ docks, it'll be in stock somewhere. Production is limited (see above) so you'll have to go searching for it.

Axeface wrote:Cheers! It looks like a great script, I cant wait to try it out.
Thanks, good luck with the search! :)
asyikarea51
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Post by asyikarea51 »

YESSSSSS ware shows up in dock and there's one in stock LOL.

Scripted it into a Carrack, YES I see the options!!! And they stay activated instead of auto-reverting to 'none'!

All that's left now is to play test away, make sure it works properly. Oddly enough, now I see the XTM custom starts too - I never had them before. Maybe that's another clue as to why the TCS didn't work at first...

And I got a ReadText error on the ware name, but that's easily fixed by running 447400.xml through the X3 Editor. :)

MEFOS versus TCS start!!!!! XD
x0ne
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Post by x0ne »

asyikarea51 wrote:YESSSSSS ware shows up in dock and there's one in stock LOL.

Scripted it into a Carrack, YES I see the options!!! And they stay activated instead of auto-reverting to 'none'!

All that's left now is to play test away, make sure it works properly. Oddly enough, now I see the XTM custom starts too - I never had them before. Maybe that's another clue as to why the TCS didn't work at first...
See, it does work! :D

asyikarea51 wrote:And I got a ReadText error on the ware name, but that's easily fixed by running 447400.xml through the X3 Editor. :)
That's odd, if the ware is available then you shouldn't be getting readtexts. The PM handles their naming (i.e. the correct name of the ware isn't in 447400.xml, it's embedded in the .spk and the PM writes lines to 449004.xml for it). Not sure what's happening there, best have a word with Cycrow about it.
asyikarea51
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Post by asyikarea51 »

I looked at 449004.xml and I see t id's 100000 and 100001, but in game the ware comes out as ReadText17-12143.

Well, if it works, I couldn't care less about the text LOL. Still looking for a hapless target to test the TCS on...
x0ne
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Post by x0ne »

asyikarea51 wrote:I looked at 449004.xml and I see t id's 100000 and 100001, but in game the ware comes out as ReadText17-12143.

Well, if it works, I couldn't care less about the text LOL. Still looking for a hapless target to test the TCS on...
Correct, it's the TWareT file created by the plugin manager that should reference those IDs, but it's not, and that's why you're getting the readtexts. Just opening and closing the PM should sort this out, but if you don't care you don't care! :D
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ezra-r
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Post by ezra-r »

I just installed this for the first time with cycrows script manager latest version with custom wares enabled and I dont get any extra turret commands aside from the standard.

Something wrong?

---

Nevermind on that, I see there is a TCS interface for sell in Argon Equipment Dock, and it sells for 18 millions, is this a mistake on the price somehow? Why isnt this enabled by default on every ship with turrets?
plynak
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Post by plynak »

Ezra-r, read the previous discussion. That shall answer your question.

xOne, I have a qustion. I have just bought an Olympos in my second game and installed TCS. When I run it I hear a long bzzzzzz sound. I suppose that is some error. But what error is that?

I think I found it. It has something to do with left and right turrets. They are somehow bugged as I have just read at the XTM forum.

But I have other question. Is 1.01 able to work with HMGs? It seems to me that it is not.
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paulms1980
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Post by paulms1980 »

dude just installed this script, im a complete script noob but an x veteran pilot.
when i told the turrets to protect my guns appeared to unload.
im flaying my hyperion with ahepts.
when i had the setting protect me and i came under fire the turrets did nothing
have i got to do anything else after install and purchasing the system?
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ezra-r
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Post by ezra-r »

Ops, sorry, got my answer. See ya.
x0ne
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Post by x0ne »

plynak wrote:xOne, I have a qustion. I have just bought an Olympos in my second game and installed TCS. When I run it I hear a long bzzzzzz sound. I suppose that is some error. But what error is that?

I think I found it. It has something to do with left and right turrets. They are somehow bugged as I have just read at the XTM forum.

But I have other question. Is 1.01 able to work with HMGs? It seems to me that it is not.
You'll hear that buzzer when the TCS is unable to fire a turret it is controlling, either from having no weapons to use in it, or no ammunition (and in the case of the "No Swap" commands, a mis-matched loadout). Unfortunately the system doesn't know about all the XTM weapons yet, so it will complain about HMGs and not make use of them.

This definitely won't be the case in version 2.0 though - I've already got HMGs sorted! :wink:

paulms1980 wrote:when i told the turrets to protect my guns appeared to unload.
im flaying my hyperion with ahepts.
when i had the setting protect me and i came under fire the turrets did nothing
have i got to do anything else after install and purchasing the system?
No there's nothing more you need to do, are you sure you had the command named "Protect Ship [x0ne]" running on every turret? You might want to check the Master Switch and Missile Defence Only hotkeys too - both of these would prevent your turrets from firing on ships.

FYI, the weapons being removed is intentional - when scanning for targets each turret only needs one of the longest ranged weapon available to it, but as soon as there's a target to fire on, the turret is filled. This keeps weapons free for other turrets should they need them.
asyikarea51
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Post by asyikarea51 »

x0ne wrote:FYI, the weapons being removed is intentional - when scanning for targets each turret only needs one of the longest ranged weapon available to it, but as soon as there's a target to fire on, the turret is filled. This keeps weapons free for other turrets should they need them.
And here I am loading my M2's with 64 BEMP's and 64 AFlaks... LOL

Script works fine, I can't even tell the difference. Both are just as good. I figure TCS is cheaper to run since it don't need no military personnel :D

Other than random crashing at 1024 x 768 res that I can't seem to iron out...
RexIG
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Post by RexIG »

hi xOne.

first i like to say i love this script :thumb_up:

but (there allways has to be a but...) i really miss the "attack my target" command.
it´s amazing to watch your M2 attack 3 targets at once (i play the Xtended MOD and love to fly Kha´ak ships) but this behavior is very much likely to get you killed (if these 3 targets a Xenon K for exampel).

would it be possible to add the "attack my target" (swap and no swap) command to your TCS?
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x0ne
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Post by x0ne »

asyikarea51 wrote:
x0ne wrote:FYI, the weapons being removed is intentional - when scanning for targets each turret only needs one of the longest ranged weapon available to it, but as soon as there's a target to fire on, the turret is filled. This keeps weapons free for other turrets should they need them.
And here I am loading my M2's with 64 BEMP's and 64 AFlaks... LOL

Script works fine, I can't even tell the difference. Both are just as good. I figure TCS is cheaper to run since it don't need no military personnel :D

Other than random crashing at 1024 x 768 res that I can't seem to iron out...
Glad to hear it! :D

I don't think the random crashing is the fault of the plugin though - unless of course you've got a Boron Hammerhead running the plugin OOS (it's got a bugged turret that'll cause problems). If this were the case though your game would hang on every jump to a new sector...

FYI I'm releasing a fix for this in the 1.02 mini update.
xalien
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Post by xalien »

I still can't install it in my XTM game. I install the script with the newest plugin manager, load the game and get the message about error and telling me to check part 2.1 in the manual, but I did enebled custom wares and both script files mentioned in there are in their proper places.

I have also a weapons changer script installed, can this cause a conflict?
asyikarea51
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Post by asyikarea51 »

Yeap, definitely not a problem with the plugin. Just random crashiness I get now and then, don't know why. Game CTD's with "memory cannot be read" message anywhere from 5 seconds :evil: to 10 minutes :shock: in game. Probably a rogue script...

But I'll leave that issue aside for now - anyways, I parked a Valhalla just outside the Argon SY at point-blank range. Set all turrets to use MEFOS, turrets opened fire. Changed over to TCS, I didn't see them shoot.

Maybe I'm too close to the target, like TCS goes into "safety" mode or something? :)

I am aware of turret problems (whatever the heck they are) with the Tyr though, maybe the Valhalla too, but not with the Hammerhead. Thanks for the heads-up. (But I don't use one anyway... ;))

And yes, I too think an "Attack My Target" mode would come in handy (but what does it matter, I have MEFOS to fill that gap LOL :D).

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