[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

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DJSfinx
Posts: 69
Joined: Sun, 25. Jan 09, 23:18
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Post by DJSfinx »

I have noticed another weird possible bug running the latest beta (11).

My fighters (only had it with interceptors so far) are doing a good job at first, but afterwards, instead of returning to my carrier, they stop and both command & action says 'none', speed = 0 m/s.

Even when enemy fighters are right next to them, they don't even move one inch :o

Only after I order them to retreat, they start moving again...
dirtyred
Posts: 7
Joined: Wed, 6. May 09, 22:59

need help with this script

Post by dirtyred »

how do you script a steam x3 game any help will do thanks
Canuckian
Posts: 28
Joined: Wed, 29. Apr 09, 04:26

Re: need help with this script

Post by Canuckian »

dirtyred wrote:how do you script a steam x3 game any help will do thanks
Buried deep in your Steam folder. Something like C:/Games/Steam/... /SteamApps/common/x3terranconflict/. There should be /t, /script folders there. MEFOS and CODEA are pure scripts so just unpack them directly into the directory containing /t and /scripts folders.

(FYI: mods are an entirely different beast dealing with spk, cat and dat files, plugin managers and fake patches)

Further inquiries regarding script tutorials should be posted in a different thread. This thread is dedicated to all things CODEA.
Stealth17
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Post by Stealth17 »

I stand in awe at all these news functions and options. :o

Do you plan to expand CODEA to completely control a battlegroup? Including M7Ms (possibly linked to a tender/Carrier) and M2s?

Can't wait for the next update :lol:
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
dirtyred
Posts: 7
Joined: Wed, 6. May 09, 22:59

question

Post by dirtyred »

how do you get your carrier to go to points in game and i cant get my carrier to jump or fight so what am i doing wrong?
aka1nas
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Re: question

Post by aka1nas »

dirtyred wrote:how do you get your carrier to go to points in game and i cant get my carrier to jump or fight so what am i doing wrong?
AFAIK, CODEA does not control the actual carrier itself. You can issue it normal attack or patrol commands as if it were a normal capital ship. CODEA just automates the fighters, escorts, and tenders.
dirtyred
Posts: 7
Joined: Wed, 6. May 09, 22:59

back at ya

Post by dirtyred »

Ive tried that over and over again just cant get it to work ive script and rescript this thing over and over again. what im doing is downloading the script file and when i find x3 terr file i just open file up and place it there instead of going into the script or t file. now since im using winrar i just extract to x3 terr file now my question is should i extract and replace file or update file or fresh existing files only? please tell me what im doing wrong and do i do the library the same way as well. This is the one script that ive been waiting on since x3 reunion. plug in are easy its this one damn script thats giving me fits. also when i was scripting it on command consule on thing was showing was combat and custom(cheat) no nav or anything else so any help will do. you can pm for a walk thru just want to enjoy the game with this script dude wrote one bad a-- script. they should hire this guy. thanks for the replies back on the help.
aka1nas
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Post by aka1nas »

When recruiting personnel by leaving your ship at an Outpost or EQ Dock, how rare should mechanics be compared to the other types? I've left 3 ships there for about a week, and I have received about 60 gunners, 7 or 8 technicians, and only 1 mechanic early on (and that one might have been with Beta 07 or Beta 05). is this a normal distribution? Am I doing something wrong?

Also, on the pilot stats and overall carrier costs pages, are the credit amounts overall aggregated or for a certain time interval?
Canuckian
Posts: 28
Joined: Wed, 29. Apr 09, 04:26

Post by Canuckian »

darkfear, I have one feature request:

M7M Bombard command. Might be tricky because it has 2 very distinct missiles for very different purposes. Maybe 2 commands. M7M Bombard a single target with Hammers. M7M Flail Spam but allow user to define how many flails per spam and frequency of spam. This will target anything and will periodically spam flails at intervals until the command is stopped.

Possibly another for automatic M7M-style boarding! Calculate the number of Hammers needed to drop the shields of the target. Fire some flails after every 10 volleys. Launch boarding pod when shields down immediately followed by several more flails. If you can pull that off, then you my man are a scripting GOD.
Stealth17
Posts: 325
Joined: Thu, 1. Nov 07, 19:11
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Post by Stealth17 »

I don't think you should create a boarding script to work together with CODEA. This script is a carrier command script. If you automate capturing you'd get something like a money maker:
1. Tender resupplies Carrier
2. Carrier resupplies M7M
3. M7M knocks the shield down
4. M7M launches boarding pod.
5. Win.

Bit too easy AFAIC.
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
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Post by darkfear »

aka1nas wrote:When recruiting personnel by leaving your ship at an Outpost or EQ Dock, how rare should mechanics be compared to the other types? I've left 3 ships there for about a week, and I have received about 60 gunners, 7 or 8 technicians, and only 1 mechanic early on (and that one might have been with Beta 07 or Beta 05). is this a normal distribution? Am I doing something wrong?

Also, on the pilot stats and overall carrier costs pages, are the credit amounts overall aggregated or for a certain time interval?
The CODEA version has nothing to do with it since mechanics etc. are part of the MEFOS script.

Mechanics are really rare. I suggest you go head hunting for them yourself. Dock before a transport at the target station and save. Then see what the transport has to offer, and if no mechanics are available simply reload and try again.

That's how I got my last 2 mechanics.

But do not try to capture the transports. CODEA will not recognize personnel "recruited" that way.
Ive tried that over and over again just cant get it to work ive script and rescript this thing over and over again. what im doing is downloading the script file and when i find x3 terr file i just open file up and place it there instead of going into the script or t file. now since im using winrar i just extract to x3 terr file now my question is should i extract and replace file or update file or fresh existing files only? please tell me what im doing wrong and do i do the library the same way as well. This is the one script that ive been waiting on since x3 reunion. plug in are easy its this one damn script thats giving me fits. also when i was scripting it on command consule on thing was showing was combat and custom(cheat) no nav or anything else so any help will do. you can pm for a walk thru just want to enjoy the game with this script dude wrote one bad a-- script. they should hire this guy. thanks for the replies back on the help.
Ok, i guess you have installed scripts before. The zip file contains the same folder structure as the X3TC folder. simply extract it to the X3TC folder. Just overwrite all scripts files. You can use the .bat to remove old components (see the manual) but its not necessary.

Make sure when trying to access the command console that you are on a CODEA capable ship (really everything that has docking ports) and have all the required equipment (see manual).

Now I do run other scripts, however CODEA is the only one that mentions any sort of MAIN weapon switching. MARS does a great job for my turrets sure but never touches main weapons. The Centaur I'm flying has always been a personal ship, never assigned to the Carrier & was bought rather than captured & was not under autopilot at the time.
I don't think it's CODEA. It only switches weapons on fighters assigned to the carrier. To my knowledge MARS only switches turret weapons. Do you have MEFOS installed?

@ Canuckian: I'll post you suggestion to the german thread, so that Lucike can see it.
DJSfinx
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Joined: Sun, 25. Jan 09, 23:18
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Post by DJSfinx »

I'm not sure if you have seen my previous post so I'll just repeat it again...

Has nobody else experienced issues with ships going entirely idle (even while being attacked) ?

I have a bunch of attack fighters, flying out as they are supposed to and engaging, but at some point their name changes back to as if they were docked (just the ATF <shipname>) and they stop (command 'none', action 'none'). They don't even move when I order attack fighters to retreat, I have to manually order them to return!

This only started after the latest update (from 0.7 to 0.11), I updated my libraries as stated. I do however have my fighters grouped into a Wing, just for easier overview - obviously I first had to add them to the Hangar and then add them to a Wing.

Could this possibly interfere with the CODEA scripting?
tamtam77
Posts: 31
Joined: Fri, 17. Apr 09, 09:21

Post by tamtam77 »

Hi. This script is awessome!!! but there is somthing i wanted to do with bombers. In my case, when they flying to their positions they loose the target, i targeted them twice. By my opinion they loosing too much time to get on firing positions. Is it possible to make them staying near M1 and from there they fire their missiles? also they are getting too close to target and mechanicks(hard to buy) and the crew is shouting to pilot "Where the **** are you flying to!!!???" sorry for my English, im from Russia.
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OOZ662
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Post by OOZ662 »

I'm having an issue. I have a Panther loaded with 25 Chimeras that have been cloned a few times (role playing a fleet commander that gets replenishments now and then). When I first installed the script, I was able to outfit the entire group with pilots. I got into a big scrap in a Final Fury mission and lost a major portion of my fighters (less than ten remaining). To make things easier, I returned all pilots to the lounge, Idled one, and cloned it the requisite number of times and docked all the clones. I then docked at the same Military Base (in the Final Fury HQ sector) that I got my original batch of pilots from. However, no matter what, I'm now only allowed to hold 19 pilots. I try to hire more and some seem to be "rotated out" but the number remains 19 in the lounge. Before I was able to hire all 25 and dump them in the fighters. I haven't changed versions. What's up?
Maclane
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Post by Maclane »

@ tamtam77
Look for the general options. There you can change the bomber attack formation. ;)

@ DJSfinx
This only happens during large battles when the framerate goes down. I don't know if it is CODEA's fault or not. I had never such large fights before. :wink:

If you have an escort mission for example get rid of the capital ships and M6 first by using your M7M and bombers. After that framerate should normalize and you can start your fighters.
I handle it this way most of the time.

Lucike has already promised to optimize CODEA's CPU load with upcoming updates. Maybe that will help.

Greets
Mac
DJSfinx
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Post by DJSfinx »

Eh, I don't have any performance issues at all [framerate steady 25+], so I doubt the issue I mentioned has something to do with CPU load.

They act like they docked back at my carrier (ship names, no command) but in fact they are still floating in space, sitting ducks waiting to be smashed or for me to tell them what to do.

In one of the latest updates (beta 10), I noticed this:
On destroying an enemy target, interceptor and attack fighters will wait a short period of time before returning to the carrier.-During this time they will search for enemy targets in their proximity.
I have a feeling this is going entirely wrong in some situations...
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OOZ662
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Post by OOZ662 »

I've noticed that even in vanilla TC, fighters will sometimes behave strangely while docking (especially en masse) if the carrier is stopped in space (which it does while things are docking). A few will pull up and stop, then match the carrier's speed and keep their noses pointed at it until it moves a certain distance. Then they'll suddenly snap off at full speed into landing position.
aka1nas
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Post by aka1nas »

darkfear wrote:
aka1nas wrote:When recruiting personnel by leaving your ship at an Outpost or EQ Dock, how rare should mechanics be compared to the other types? I've left 3 ships there for about a week, and I have received about 60 gunners, 7 or 8 technicians, and only 1 mechanic early on (and that one might have been with Beta 07 or Beta 05). is this a normal distribution? Am I doing something wrong?

Also, on the pilot stats and overall carrier costs pages, are the credit amounts overall aggregated or for a certain time interval?
The CODEA version has nothing to do with it since mechanics etc. are part of the MEFOS script.

Mechanics are really rare. I suggest you go head hunting for them yourself. Dock before a transport at the target station and save. Then see what the transport has to offer, and if no mechanics are available simply reload and try again.

That's how I got my last 2 mechanics.

But do not try to capture the transports. CODEA will not recognize personnel "recruited" that way.
Not sure if I should mention this here, but I just tried recruiting some personnel myself, and I think I found a bug. When I select certain personnel from the list, it is actually selecting/deselecting a different individual. I had 2 mechanics from the last batch I tried that I could not recruit due to this.. The point of commonality was that the personnel that did get selected in each case was a Terran.
Jashashunter
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Post by Jashashunter »

what is the MEFOS weapon system?? I am still unclear on it. can it be used with MARS??
DJSfinx
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Post by DJSfinx »

About my previous comments on the 'fighters freeze' issue, I just had one of the final Final Fury missions with dozens of ships in action, and indeed they all froze under heavy load. It is my impression some scripts/CPU heavy processes get priority over everything else (in my case a crapload of missiles pounding on 2 Khaak Destroyers). It was like time had been frozen and only the missiles & Destroyers were moving :o Once one of them went down, all other ships started moving again. So yes, apparently ship commands can be frozen due to CPU load.

With that said, I haven't noticed it anymore *not* being in the middle of an Apocalyps, and my fighters are doing an excellent job :)

Can't wait untill I have a few Commanders to assign to my M6 escorts, and get ahold of a Mechanic to do repairs on my damaged fighters...

Jashashunter wrote:what is the MEFOS weapon system?? I am still unclear on it. can it be used with MARS??
You can find a WIP translation of the MEFOS user guide on page 3 of this topic, but here is a short version:

- MEFOS is a turret script which allows more control over your capital ship turrets, with 8 different loadouts to hotkey-switch between.
- MEFOS requires you to recruit personnel to arm your guns
- The MEFOS personnel includes Computer scientist, Technicians, Gunners and Mechanics
- You need a Mechanic to use the repair utility in CODEA

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