ARS - automated rescue system free for testing

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MurxxruM
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Post by MurxxruM »

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.
MurxxruM
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Post by MurxxruM »

This thread shall be updated
MurxxruM
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Post by MurxxruM »

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?
Hawk_strike
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Post by Hawk_strike »

I had this installed a while ago but unistalled it because it left my ship dead in an unknown Sector with a shitload of khaak.
I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.
MurxxruM
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Post by MurxxruM »

Hmm... This script wont help inside a Khaak sector thats true. But none of the versions (not even the first ones) could have orderer your ship to jump to a Khaak sector.

Anyway, would you mind to try it again?
Hawk_strike
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Post by Hawk_strike »

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 :)
I can picture a world without war, disease........ lawyers............ i can also picture us attacking that world, because theyd never expect it.
MurxxruM
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Post by MurxxruM »

This is a flaw i am planning to keep. If the ARS would scan the destination gate for enemys and change the destination it would raise from pretty useful to the ultimate combat tool and i doubt that such a tool would have any chances to get signed and a signed script is what i am aiming for.
Hawk_strike
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Post by Hawk_strike »

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 ?
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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Pinger
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Post by Pinger »

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.
MurxxruM
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Post by MurxxruM »

As i said before. I did not intend to make the script the ultimate solution for any combat situations. But maybe i will develop an addition that checks the sorrounding of gates and neighbour sectors.

Right now i will let it as it is.
2verb
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Post by 2verb »

Has anyone tried this script with BPH ships or Uni Trader ships?
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Red Spot
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Post by Red Spot »

like the idea .. going to try it ..

will let you know .. and about that jumping to a gate were there might be other hostilles .. I think it would be more game-realistic this way .. ands therefor like it this way .. I think .. :roll:
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Red Spot
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Post by Red Spot »

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
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Red Spot
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Post by Red Spot »

think I found a little boo-boo ..

when junped .. my ships speedgage starts acting up (sometimes)

it shows me a speed going up down up down up .. and does for a few sec .. but it seems it isnt on autopilot ..so it doesnt really have any effect on you/game .. but might be confusing/anoying ..
erik nilsson
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Post by erik nilsson »

I have a idea regarding this script

ARS - automated rescue system free for testing

If man would do as that there goes that setting as that the always have bought 50 energy (or optional number of) as that the always is on filled for jumps
Aye Capn
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Post by Aye Capn »

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.
Reaper8436247
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Dead End

Post by Reaper8436247 »

The link for this mod leads to a dead end, does anyone know where I can get it from?
We are but things that dreams are made on, and our little lives are rounded with a sleep.

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