AL Plugin : Medusa Rapid Fire Missile Interface Redux 1.1 (6.8.07)

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Charlie Whiskey
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Post by Charlie Whiskey »

If I install the spk, does it mean the missile mod is installed as well? I'd rather NOT have it, I've big plans for a huge typhoon missile plant.

Since I installed it before seeing that bit about the mod, how can I uninstall it (the mod, if it is installed)?
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Charlie Whiskey
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LV's missile mod - how do I UNDO???

Post by Charlie Whiskey »

http://forum.egosoft.com/viewtopic.php?t=125777

I thought the spk does not include the missile mod by default, apparently I was wrong. Uninstalling the script does not undo this mod, how can I get rid of it?
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Saint-Ashley
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Post by Saint-Ashley »

Are you refering to the EMP mod AS the mod? If so... Thats just a minor modification to TwareT.txt that adds in extra wares for scripts to use... Without EMP, many scripts wont function anymore...

And if your refering to the Tmissiles / Tships modifications LV made... Heres a snipbit from that thread...
LV wrote:You do not need to install the mod to use Medusa
That means just dont select the mod at start up that he places which is apparently numbered 07.cat/dat!

And next time, I suggest posting IN the original thread! Expecially if your kind enough to have located it alerdy!
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Charlie Whiskey
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Post by Charlie Whiskey »

Saint-Ashley wrote:Are you refering to the EMP mod AS the mod? If so... Thats just a minor modification to TwareT.txt that adds in extra wares for scripts to use... Without EMP, many scripts wont function anymore...
No.
And if your refering to the Tmissiles / Tships modifications LV made... Heres a snipbit from that thread...
LV wrote:You do not need to install the mod to use Medusa
That means just dont select the mod at start up that he places which is apparently numbered 07.cat/dat!
I hoped it was that simple but it was not.
And next time, I suggest posting IN the original thread! Expecially if your kind enough to have located it alerdy!
Roger and thanks for your suggestion. However, given

a) This thread was down to second page within hours with barely any extra clicks compared to other threads of similar age, and

b) my question was quite specific,

I feel justified for a new thread.

More suggestions appreciated.
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Cycrow
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Post by Cycrow »

questions about specific scripts should go in the main thread for the script rather than in a new thread
Nestan
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Post by Nestan »

this may look like a bump to an old thread but it was only now that I am finally beginning to appreciate this mod. Built a nice big Tempest Missile XL fab from ashleys mod and loaded up my flagship (Xtended Terran Aegir) with about 400 Tempest missiles. Then I jump into a xenon sector and hit my Medusa trigger about 8 times and with those beautiful missile trails from the Xtended mod it looks like a fireworks show :) plus its pretty effective at taking out anything smaller than an M6 and slower than a tempest missile which is like 3/4 of any xenon sector :P
Solfi
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Post by Solfi »

... Does Medusa's Interface-settings conflict with some other Mod? I don't have have the option to set a hotkey to Medusa in the 'Interface' tab in the Control menu. I do have the ability to deploy countermeasures from the Combat menu, but that's pretty useless in an intense fight.

I do have the option to set a hotkey for 'Launch ECM' and also 'Fire ECM' (one of which should be Cycrow's ECM System, dunno about the other one though), but there's no 'Deploy Countermeasures' present.

Any ideas?


.. oh, and is there any benefit to using Medusas countermeasure system, as opposed to using the Missile Defense Mosquito by Lucike?
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LV
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Post by LV »

Plugin Update 2/4/07


Name : AL Plugin : Medusa Rapidfire Missile Interface Redux

{EMP} - Extended Mod Pack Needed

Description : Plugin which offers multiple enemy targeting and defense commands
Version : 1.0
Date : 2/4/07
Author : LV

Medusa Zip Download


Medusa Cycrow Installer Download


Detailed description:


The Medusa Interface is available from Paranid Equipment Docks for 600k. Once a ship is equipped you will gain "Fire Medusa" | "Fire Medusa Single target" Commands in your Combat Menu.

The "Fire Medusa" command is also avialable via Hotkey from your main Interface once programmed



Fire Medusa

Choosing this command will fire whatever missile you currently have installed at all incoming enemy ships within a 10k radius. Choosing this option via the Combat menu will require you to set a Yield, If the yield is 1 then only one missile is fired at each ship, if the Yield is 5 then 5 missiles will be fired at each ship.

Using the hotkey will fire 1 missile by default.

Fire Medusa Single target

Using this command you can specify a station or ship and your medusa interface will fire the specified amount of installed missiles at that target


REDUX Update

The missile defense command has been changed to the single target as there's a stock Egosoft moskito defense now. This script also no longer uses a mod to add Tornado Missile Fabs (wait for treasurehunt redux). The hotkey for moskito defense by existing medusa users will be removed.



Enjoy :)

---------------------------------------------------------------------
Install:

Cycrow Installer Only // See Cyrows thread for operational instructions



---------------------------------------------------------------------
Uninstall: Set the plugin to off in your AL menu and leave it for a good while. once the commands have gone you should be fine to delete.
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LV
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Post by LV »

I just optimised this plugin a tad after a PM request so please download the 1.1 update

Install instructions

(for those without Medusa I really do recommend it)

just slap it over the top of the existing medusa

see OP for download link

Note this plugin is no longer a MOD but it does use a ware from the EMP mod so you need to have either EMP or XTM installed for the ware to show up, see EMP stickie for more info
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Bishop149
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Post by Bishop149 »

Must say very impressed with this (Now I've got it working!) but it still seems to have a habit of switching all Typhoon missile factories for Tornado's. . . . I can only get round this with my complexes by destroying the hub and reconnected everything. No help with NPC complexes.

Plugin Manager reports that I'm running 1.1 redux.
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cloppy007
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Post by cloppy007 »

I have a problem with XTM and this script, the ware is listed as "ReadText17-10583" (I'm running X3 Spanish). I don't have any problem running other scripts that use EMP.jj
cloppy007
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Post by cloppy007 »

Thank you, my typhoon fab now produces useless tornados!
cloppy007
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Post by cloppy007 »

bump...

Any news?
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LV
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Post by LV »

if i have not posted a fix by this time tommoz pls PM me, you may need a stick to poke me with, nearly fixed, scripting in the conditions to sort the tornado's is a pita..... 1/2 way there
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
LuckyKnight
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Post by LuckyKnight »

cloppy007 wrote:I have a problem with XTM and this script, the ware is listed as "ReadText17-10583" (I'm running X3 Spanish). I don't have any problem running other scripts that use EMP.jj
look here:
(language files)

448815.xml

COMMAND_Fight_346
COMMAND_Fight_347

EMP Mod Pack Ware
134;10583 600,000 cr
There's only a language file for the english version 44xxxx.xml, so it#s quite clear that you get a readtext ;)
Just make a copy of the 448815.xml rename it to the spanish praefix xx(don't no the right number atm) open the new xx8815.xml and alter the language id from 44 to spanish xx, save file and put into your /t folder. (If you want, you can translate the english text inside the file to spanish, if you want :)
proud to be ***modified*** ;)
cloppy007
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Post by cloppy007 »

I did it, but still have readtext :(
Valen68
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Post by Valen68 »

Can this missile system be use on any of my ships or is meant for just the player ship?
Firzen_Zero
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Post by Firzen_Zero »

Does this still mess up typhoon fabs?
RagX
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Post by RagX »

Firzen_Zero wrote:Does this still mess up typhoon fabs?
Good question. any answer would be appreciated :)
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LV
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Post by LV »

it shouldn't do

edit

i just checked and there appears to be no code to do this in the Redux version so It won't **** up typoon fabs anymore that was an older build
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

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