[BONUS Plug-In] Basic Patrol Commands v1.03 [4-1-05]

The place to discuss scripting and game modifications for X²: The Threat.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Storm666
Posts: 2013
Joined: Wed, 3. Mar 04, 23:42
x3tc

Post by Storm666 »

i was playing with this last night and its a MUST HAVE for anyone...

cool script 8)
fchopin
Posts: 3625
Joined: Fri, 12. Mar 04, 13:38
x3

Post by fchopin »

Storm666 wrote:i was playing with this last night and its a MUST HAVE for anyone...

cool script 8)
Yes i tried it last night and its great.
The only problem is when your M6 or M2 is faster than your wingmen, just before the fight the M6 or M2 speed up and leave the wingmen behind just before the fight.

The way round this is to make sure your wingmen are faster than your M6 or M2.
When there are no more games it is time for music.
Lordcd
Posts: 204
Joined: Sun, 12. Sep 04, 16:51
x3

Post by Lordcd »

would it be possible to make it so that you could also have 4 sectors to defend and then 1 m6 ship or more ships in one sector and if an enemy is detected in a sector and it's a m6 then 1-2 of your m6 ships from other sectors jump in with a jumpdrive to aid, and if it's an m1-m2 then more of your ships jump in automaticly to help and then they jump back to their own sector again. and that they automaticly let their m5 buy energy cells with your money.
User avatar
Deathsheep
Posts: 123
Joined: Fri, 20. Feb 04, 21:21
x3

Post by Deathsheep »

Just a couple of questions... :?: :?:

If you have an AdvSat in the sector, will the script use this instead of the ships' scanners? :?:

In the first post, it says the patrol will move at the speed of the SLOWEST ship, but will pause for stragglers, so isn't that a bit of a contradiction? :?:

Just a thought. :D :D
User avatar
delta7
Posts: 39
Joined: Sun, 18. Jul 04, 14:17
x3tc

Post by delta7 »

Cool Script, I LIKE it. Thank you.

Esp. The way routes are picked inside the sectors when MP, also going full speed on patrol...not half as standard commands like "Kill all..." when "ideling" - Have been busy setting up routes for... er..5 M2' to aid the local sector defences and to secure the sectors between...- at last a use for those

@Deathsheep: For me that makes perfect sence (btw. waiting = !/2 speed) I set my personal Dragon (with myself in it) to follow a petroling Phönix...when the leader goes through a Gate, it takes some time to follow up...eaven in a twice as fast wimgman (e.g. my dragon) due to the way "follow X" behaves when the target uses a gate. I also noticed that the leader immidetly picks up speed as the wingman chatch up.


Delta7
User avatar
Brianetta
Posts: 3203
Joined: Tue, 12. Nov 02, 14:22
x4

Post by Brianetta »

Reven wrote:I don't think there is any question at all that it's useful, and that it's worth it. The question is, do the charges make sense in the context of the game. Is charging for these patrols consistent with what we know of the X universe. The answer to that is no.

With the automatic trader, the fictional assumption is that there is a real pilot you are paying. With these patrols, there is no pilot, so where is the money going?
It's a license fee for the software. It's like paying for a utility on your PC - sure, you could program the PC yourself, but it's easier to buy a license. In the X universe, you can pay one-off (like you do for a real life copy of Word - example is the navigation software) or you can pay a subscriptive license (like you do for real life mainframe software - example is the patrol script).
PGP fingerprint: FA3D CA2F 38D3 BA69 87E1 D52E C204 FB5C 430A 0BFA
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

That's a good way of thinking about it.
I actually thought of the patrols as having hired pilots. You'll notice there's a script that runs called 'salary'
I realize the ship computer can run an attack all enemies command, so I understand where people who are having difficulties are coming from.
I've never had much of an issue suspending my disbelief.
You can make up a plausible story to describe most anything. I could have written something in the readme, but I've left it up to the users to do this.
After all, if I forced you to use my version Brianetta might not have come up with his. :) (and I rather like it)
"Nature's first green is gold" . . . stay golden.
KarlHemmings
Posts: 1940
Joined: Sun, 8. Feb 04, 19:04
x4

Post by KarlHemmings »

Cool script - does exactly what it should do.
Raven noted that at a certain piont your income is adding to your account real fast - be it from factories or missions (10million for a single bounty hunter last night). I do not mind paying to use these scripts - anything to stop my funds maxing out!
frymaster
Posts: 3008
Joined: Wed, 6. Nov 02, 20:31
x4

Post by frymaster »

Deathsheep wrote:Just a couple of questions... :?: :?:

If you have an AdvSat in the sector, will the script use this instead of the ships' scanners? :?:

In the first post, it says the patrol will move at the speed of the SLOWEST ship, but will pause for stragglers, so isn't that a bit of a contradiction? :?:

Just a thought. :D :D
as well as the answer given above, there is also the point that you can assign other ships to the patrol, when you do that the patrol will pause to let them catch up.
User avatar
Charlie Whiskey
Posts: 1728
Joined: Thu, 11. Mar 04, 10:37
x3tc

Post by Charlie Whiskey »

Great script! :thumb_up: Exactly what I've been looking for! Just one suggestion though - why not make the patrolling ship attack any enemies that are within range of ANY of my sensors in the sector? I've an extensive satellite network in place and it is a little disappointing that my state of the art Xenon K's don't make use of it! :roll:
"WhiskeyCorp - The universe's local monopoly" (TM)
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

Charlie Whiskey wrote:Great script! :thumb_up: Exactly what I've been looking for! Just one suggestion though - why not make the patrolling ship attack any enemies that are within range of ANY of my sensors in the sector? I've an extensive satellite network in place and it is a little disappointing that my state of the art Xenon K's don't make use of it! :roll:
A reasonable suggestion.
I probably should've added this from the beginning.
I'll add it when I add the charges for transporters.
Cheers.
"Nature's first green is gold" . . . stay golden.
martindemon
Posts: 257
Joined: Mon, 24. Nov 03, 18:16
x3

Post by martindemon »

Brianetta wrote:
Reven wrote:I don't think there is any question at all that it's useful, and that it's worth it. The question is, do the charges make sense in the context of the game. Is charging for these patrols consistent with what we know of the X universe. The answer to that is no.

With the automatic trader, the fictional assumption is that there is a real pilot you are paying. With these patrols, there is no pilot, so where is the money going?
It's a license fee for the software. It's like paying for a utility on your PC - sure, you could program the PC yourself, but it's easier to buy a license. In the X universe, you can pay one-off (like you do for a real life copy of Word - example is the navigation software) or you can pay a subscriptive license (like you do for real life mainframe software - example is the patrol script).
In my kind of games, I always end up master of the universe and I pay allegience to no one so that would not feel right for me. And I never buy a software with a licence that I must continuously pay (like massively multiplayer games...) After my doctorate thesis is finish, I'll probably program my ships with my free scripts. You know, I really think that some things should be automated. Sure, the ship I fly personnally will kill a lot more ennemies but I should be able to get me an automated fleet easily in the context of the game. Well, this is what I think, feel free to feel like you should limit your profits if that's what you need to be happy :)
nuqHm
Posts: 61
Joined: Thu, 12. Feb 04, 21:48
x3

Post by nuqHm »

Excellent script - Nice Job!

What would be useful though is a list of the sectors that it is set to patrol.

The number of times I've added one that was already on the list, which obviously removes that sector. I then get the annoying message, "you have obly set one sector - use single sector patrol" etc.

Also, If I need to alter the patrol zone, it would be handy to see which sectors are actually being done.
User avatar
Kailric
Posts: 985
Joined: Sun, 7. Dec 03, 05:15
x3

Post by Kailric »

martindemon wrote:
Brianetta wrote:
Reven wrote:I don't think there is any question at all that it's useful, and that it's worth it. The question is, do the charges make sense in the context of the game. Is charging for these patrols consistent with what we know of the X universe. The answer to that is no.

With the automatic trader, the fictional assumption is that there is a real pilot you are paying. With these patrols, there is no pilot, so where is the money going?
It's a license fee for the software. It's like paying for a utility on your PC - sure, you could program the PC yourself, but it's easier to buy a license. In the X universe, you can pay one-off (like you do for a real life copy of Word - example is the navigation software) or you can pay a subscriptive license (like you do for real life mainframe software - example is the patrol script).
In my kind of games, I always end up master of the universe and I pay allegience to no one so that would not feel right for me. And I never buy a software with a licence that I must continuously pay (like massively multiplayer games...) After my doctorate thesis is finish, I'll probably program my ships with my free scripts. You know, I really think that some things should be automated. Sure, the ship I fly personnally will kill a lot more ennemies but I should be able to get me an automated fleet easily in the context of the game. Well, this is what I think, feel free to feel like you should limit your profits if that's what you need to be happy :)

You don't play MMO games? Man, your missing out on a wonderful gameing experience. Some of my best, most instence experencies with pc games have been in a MMO game. My name is a character of mine I have in DAOC. What are you gonna do when X2 goes "online". Sit in the shadows and play with your "sandbox" artificial universe that you are supreme ruler of...only because there is noone there to stop you, and noone there that really cares who you are and what you have to offer?
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
frymaster
Posts: 3008
Joined: Wed, 6. Nov 02, 20:31
x4

Post by frymaster »

not everyone likes MMO...

1) ongoing cost is justified for an ongoing service, but some people don't like ongoing payment for games

2) even if the game is worth the subscription, some people can't afford it

3) for some people it can be too much of a pain wading through the lusers to find decent m8s online

4) as you are paying continuously you can't really leave it on the back burner for a few months if you are busy without wasting money

5) even if you do, some games penalise this as objects in the game world you control can be cleared off the server if you are inactive

6) did I mention the online idiots?

personally speaking I no longer play MMOs, although I will play x:online when it comes around...
CBJ
EGOSOFT
EGOSOFT
Posts: 54076
Joined: Tue, 29. Apr 03, 00:56
x4

Post by CBJ »

This doesn't seem to relate very closely to the subject in hand. Could you take the online gaming discussion to a separate thread please? :)
User avatar
Kailric
Posts: 985
Joined: Sun, 7. Dec 03, 05:15
x3

Post by Kailric »

CBJ wrote:This doesn't seem to relate very closely to the subject in hand. Could you take the online gaming discussion to a separate thread please? :)
Hee hee, was about to make the same suggestion. Sorry, about that...I started it.

Anyway, back on subject ...for users of the Xai Advanced AI I will add in the report of a ship, if it is useing the new Patrol Commands, the sectors that it is patrolling. That way you will be better able to keep track of your patrols and their doings....
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
User avatar
Burianek
Posts: 2981
Joined: Mon, 29. Dec 03, 03:29
x3tc

Post by Burianek »

nuqHm wrote:Excellent script - Nice Job!

What would be useful though is a list of the sectors that it is set to patrol.

The number of times I've added one that was already on the list, which obviously removes that sector. I then get the annoying message, "you have obly set one sector - use single sector patrol" etc.

Also, If I need to alter the patrol zone, it would be handy to see which sectors are actually being done.
No problem.
Just reissue the patrol command and it writes the route to your logbook.
It won't hurt anything.

Thanks for your comments, glad you like it!
"Nature's first green is gold" . . . stay golden.
nuqHm
Posts: 61
Joined: Thu, 12. Feb 04, 21:48
x3

Post by nuqHm »

Cool - Cheers Buri :wink:
xalien
Posts: 2252
Joined: Fri, 12. Mar 04, 01:03
x4

Post by xalien »

One question - does this script prioritizes targets like mark's script or FCS MK3, ie kill M3 first, then continue with M5's?

Return to “X²: The Threat - Scripts and Modding”