ARS - automated rescue system free for testing
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 65
- Joined: Wed, 21. Jul 04, 14:17
With the HUBI Edition the ARS is connected to the jumpdrive so you will not need to buy an upgrade anymore.
But this does not explain the appearance of the readtext. I will investigate it soon and make an update to solve that issue.
However, this bug should not caus any trouble besides the bad look of it while browsing the split equipment docks.
I will inform you here as soon as i found the problem and updated it.
EDIT:
I have investigated your problem and found the source of it. I have copied the wrong "plugin.ARS.init.xml" into the Hubi Edition folders so it was using the one from the original ARS.
While investigating your problem i have found some others to and fixed them. The flow control is a lot better now than it was before.
Unfortunately i did not yet find a way to remove those "ReadText"-wares from the stations. But i will investigate it and hopefully find a way to remove them soon.
You can download the newest version here http://www.schmidtlef.de/Krischans_X2_Dateien/ as RAR or installer.exe.
Please feel free to report any other bugs or give me more feedback.
EDIT2:
Added a "ARS removal script" to remove the ARS from Split Equipment docks. This should also remove the "ReadText"-ware.
But this does not explain the appearance of the readtext. I will investigate it soon and make an update to solve that issue.
However, this bug should not caus any trouble besides the bad look of it while browsing the split equipment docks.
I will inform you here as soon as i found the problem and updated it.
EDIT:
I have investigated your problem and found the source of it. I have copied the wrong "plugin.ARS.init.xml" into the Hubi Edition folders so it was using the one from the original ARS.
While investigating your problem i have found some others to and fixed them. The flow control is a lot better now than it was before.
Unfortunately i did not yet find a way to remove those "ReadText"-wares from the stations. But i will investigate it and hopefully find a way to remove them soon.
You can download the newest version here http://www.schmidtlef.de/Krischans_X2_Dateien/ as RAR or installer.exe.
Please feel free to report any other bugs or give me more feedback.
EDIT2:
Added a "ARS removal script" to remove the ARS from Split Equipment docks. This should also remove the "ReadText"-ware.
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- Posts: 65
- Joined: Wed, 21. Jul 04, 14:17
Another update!
Changes:
Moved the ARS to the additional ship commands to free the common command slots for other scripts
Activated the "attacker object" check again to avoid the ARS being triggered by nebulas or collisions
Tested ARS with 31 ships (figher attack fleet)
I intend to put this script into "singning judgement" soon, so i would be glad for every single one to test the script and read the texts again.
Download it here http://www.schmidtlef.de/Krischans_X2_Dateien/
CBJ would you read the readme again for me?
Changes:
Moved the ARS to the additional ship commands to free the common command slots for other scripts
Activated the "attacker object" check again to avoid the ARS being triggered by nebulas or collisions
Tested ARS with 31 ships (figher attack fleet)
I intend to put this script into "singning judgement" soon, so i would be glad for every single one to test the script and read the texts again.
Download it here http://www.schmidtlef.de/Krischans_X2_Dateien/
CBJ would you read the readme again for me?
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- Posts: 149
- Joined: Mon, 16. Aug 04, 08:37
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- Posts: 149
- Joined: Mon, 16. Aug 04, 08:37
No it didnt jump me TOO a khaak Sector, it jumped me right near a Kha'ak cluster, which promptly split up and ripped my centaur apart cos it had no shielding.
But ill test it again and give you a review of what i think
But ill test it again and give you a review of what i think

I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.
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Point, but its abit Out of the frying pan into the firwiah, id rather not have it atall, but thats just me.
Just a suggestion, but perhaps to balance it make it jump you to Argon prime or something ?
Just a suggestion, but perhaps to balance it make it jump you to Argon prime or something ?
I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.
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- Posts: 624
- Joined: Thu, 31. Jul 03, 11:19
Most of my heavy fighting that would cause this script to trigger would in the end kill me.
The scenario
Usually empty the Xenon sectors which triggers a re-supply run from the nearest shipyard. Usually I ambuse them in a system with just 2 gates, so I would be at the gate they normaly head too. So doing some GBH on the Xenon K's that get to that gate and if it drops my shields it would send me to the gate that the Xenon are entering, more than likely one would come through just as I had and kill me by running me over or another that has recently come thorugh would be waiting for Me shield less.
So definately needs a Current sector Gate And Neighbouring Sectors check for hostiles.
The scenario
Usually empty the Xenon sectors which triggers a re-supply run from the nearest shipyard. Usually I ambuse them in a system with just 2 gates, so I would be at the gate they normaly head too. So doing some GBH on the Xenon K's that get to that gate and if it drops my shields it would send me to the gate that the Xenon are entering, more than likely one would come through just as I had and kill me by running me over or another that has recently come thorugh would be waiting for Me shield less.
So definately needs a Current sector Gate And Neighbouring Sectors check for hostiles.
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like it .. but I think not very extra usefull .. considering that if youre shields go down .. those 10 sec look very long ..
I tried it in a Xenon-taxi mission .. just let em should the crap out of me .. when my shields got under 30 .. it took about 5 sec to kick in .. shields down to 23% .. when I jumped my shields where at 2% .. and I already started dodging when my shields hit the 23% ..
but still I'm going to use it .. myself as well as on patrols .. dont think it will have much use on freighters(how often will they have E-Cells onboard? .. )
I've got it set now at jump at 40% .. think that might buy me the about 15 sec when tings go wrong
I tried it in a Xenon-taxi mission .. just let em should the crap out of me .. when my shields got under 30 .. it took about 5 sec to kick in .. shields down to 23% .. when I jumped my shields where at 2% .. and I already started dodging when my shields hit the 23% ..
but still I'm going to use it .. myself as well as on patrols .. dont think it will have much use on freighters(how often will they have E-Cells onboard? .. )
I've got it set now at jump at 40% .. think that might buy me the about 15 sec when tings go wrong
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Your script sounds great, especially if one tends to be distracted writing scripts when one's ship falls under attack.
Of course when that happened to me I was in a Pegasus. Doh!
How about the backstory involves Goner priests getting shot up so badly that they finally decide to take action!
No, not by building a high-tech heavily-armed fleet and laying waste to all those who persecuted them in a Holy War both brutal and short ...
... but instead -- being the peaceful Goners they are -- by programming their jump drives to whisk them away from danger.
It makes sense from two perspectives: first, the Goners are peaceful, and second, they were the first to build a reliable jumpdrive.
Of course when that happened to me I was in a Pegasus. Doh!
How about the backstory involves Goner priests getting shot up so badly that they finally decide to take action!
No, not by building a high-tech heavily-armed fleet and laying waste to all those who persecuted them in a Holy War both brutal and short ...
... but instead -- being the peaceful Goners they are -- by programming their jump drives to whisk them away from danger.
It makes sense from two perspectives: first, the Goners are peaceful, and second, they were the first to build a reliable jumpdrive.