[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06

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Lethal Mitch
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Post by Lethal Mitch »

I guess now it's time to see if there's a newer version of the script installer.
Thats whats causing it. Stumped me for a while too. Install the latest Script installer and all will be fine. :)
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Serial Kicked
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Post by Serial Kicked »

@all: i don't have issues with the SPK and XScript installer. But if you're experiencing something odd, i'd heavily suggest you to unpack the RAR archive (with llet's say a tool like winrar) in your X3 installation folder instead of using the SPK.


@darktide: no. but they will be handled if you're using a mod with carriers able to transport TS/TP.

@russbo: weird. I didn't change the command slots used by my script. 1.4 is mainly a nicer GUI for battle tactics. I don't know how the "build ship" function works in XTended. Did the CDT happened when 'automate carrier' was activated on your M0 or not ? And is the "build ship" order an additional command or a fight/trade/whatever command ?

@Hieronymos: Sorry, but I've no plan to add micromanagement of fighter wings, atm. It would need to rewrite from scratch some heavy ACC scripts and i've currently other projects :)
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russbo
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Post by russbo »

I figured this was out of the ordinary. I don't quite understand it. The CTD seems to occur AFTER the "build ships" command, which is in the "other" command slots.

It might be something else, but, after reverting to ACC 1.36, my game is stable again. I'll investigate further.
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Anarkis Carrier Commands script problem

Post by Dante Leonhart »

I spoke too soon when I said I had gotten the game working perfectly. Everything seems to work... except the ACC. Any thing that had to do with this mod now displays a "Read text" something or other and the 'Custom' option in my command console is now gone.

Here's what it shows when I got to the Argon Equip docks to buy it:

[ external image ]

This is a continuation of another topic, but after having followed the instructions I was given, its generated a different problem now.

http://forum2.egosoft.com/viewtopic.php?t=158469

The ACC I have installed was installed via Cycrow's program. It worked perfectly before had this issue. I don't know what's wrong with it now.
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esd
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Post by esd »

This is not a technical support issue, it's a scripting issue. Moved.
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Menion
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Post by Menion »

Hey!

I am wondering if ACC have some conflicts with the other fleet command scripts/mods such as XaiCorp Group Management System and TerraCorps Fleet Package... Because ACC is behaving quite weird, as I am trying to setup weapons load out, anti-capital on left/right, anti-fighter top/below, all-around on front/back (which means different weapons for different tasks), on the carrier, it removes all mounted weapons except the last one on the turret. Is this behavior normal, and if so, is there a way to turn it off?

Because I don't want to have a carrier mounted with only the heaviest weapons available, because they kinda suck against smaller crafts ;)

Anyway, ACC is really cool! I was hoping ACC and TerraCorps Fleet Package could be integrated in some way... Would be awesome to be able to have the TerraCorps pilots on the carriers and maybe carrier commanders that will gain xp as well! :)

Regards,

Menion
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Mobuj
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Post by Mobuj »

edit, if only i could spell

I dont know about the Xai group scripts, but I would imagine using both scripts on one ship may cause very odd behavior, imo.
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Menion
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Post by Menion »

edit, if only i could spell

I dont know about the Xai group scripts, but I would imagine using both scripts on one ship may cause very odd behavior, imo.
Yeah, I did think about that, so I didn't use both script functions at the same time on the same ship... That would surely make them behave like insane ;)
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moggy2
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Post by moggy2 »

Menion wrote:Hey!

I am wondering if ACC have some conflicts with the other fleet command scripts/mods such as XaiCorp Group Management System and TerraCorps Fleet Package... Because ACC is behaving quite weird, as I am trying to setup weapons load out, anti-capital on left/right, anti-fighter top/below, all-around on front/back (which means different weapons for different tasks), on the carrier, it removes all mounted weapons except the last one on the turret. Is this behavior normal, and if so, is there a way to turn it off?

Because I don't want to have a carrier mounted with only the heaviest weapons available, because they kinda suck against smaller crafts ;)

Anyway, ACC is really cool! I was hoping ACC and TerraCorps Fleet Package could be integrated in some way... Would be awesome to be able to have the TerraCorps pilots on the carriers and maybe carrier commanders that will gain xp as well! :)

Regards,

Menion
Do you have a turret weapon switching script running?
russbo
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Post by russbo »

I've been using ACC 1.36 with the original Myros / Jennsemann Task Force scripst (pre Terracorps Combat Project), with absolutely no problem.

Started getting CTD with ACC 1.4, but, I"m not sure that they're related. I'm going to have to experiment with that some more.

I'm also using XaiCorp Group Management with the ACC 1.36 and Myros/Jennsemann Task Force, without any issues that I've discovered, yet. All seem to play nicely together.
Kortako
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Post by Kortako »

moggy2 wrote:
Menion wrote:Hey!

...
Regards,

Menion
Do you have a turret weapon switching script running?
Actually, moggy, I was wondering about that. I was using that turret weapon fix from XaiCorp and it would empty all of the bays except the last one on all the turrets except when it was in battle. It worked all right, but could it be possible to turn off the weapon switcher script while piloting the capital ship? I had to disable the script and then reload and set all the turret commands to none before it would stop switching against my will. It's useful, but I want to be able to configure my weapons to how I like when i'm piloting the ship myself.

On topic: How come sometimes when i'm using ACC and the carrier is on Automate, I can't manually undock a homebased ship without it re-docking a few seconds later? I usually have to take off the automate command then wait a while for it to "wear off" so to speak.
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moggy2
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Post by moggy2 »

I was using that turret weapon fix from XaiCorp
yep, that's what's causing it. If you want control over what's mounted in your turrets you're better off removing that script. One of these years I'll add a an upgrade ware so that it's only active on ships you want.
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Post by Menion »

Woohoo!

I was having the same problem as russbo and it was the XaiCorp turret weapon fix! Now it works great (except occational CTDs, I don't know if this have to do with AAC 1.4 as russbo, but I didn't have them before...) ;) thanks for the help!

Regards,

Menion
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Serial Kicked
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Post by Serial Kicked »

@russbo: I guess the issue with ACC & Build ships comes because ACC doesn't detect the newly built ship correctly. I still find this really weird as 1.4 doesn't change anything in auto.carrier. Anyway, i'll check. I just first need to finish my work on Pirate Guild 0.7.

@Dante Leonhart: Not related with my script. Sorry. It doesn't add any new ware to Eq.docks (or anywhere else btw).

@Menion: ACC doesn't touch the turrets. But other than that yup you shouldn't use 2 carrier management script at the same time on the same carrier :) Btw i have no plan to integrate TFP in ACC. TFP isn't really improving ship efficiency. I've explained that in the "LevelingAI vs Terracorp" topic. ACC can be used with Leveling AI and work very well together.
On topic: How come sometimes when i'm using ACC and the carrier is on Automate, I can't manually undock a homebased ship without it re-docking a few seconds later? I usually have to take off the automate command then wait a while for it to "wear off" so to speak.
Automated means 'automated' ;) This command isn't for your personal M1 or for ships you want to handle manually. It has been designed for carriers you want to use in patrols or/and invasions.
I was having the same problem as russbo and it was the XaiCorp turret weapon fix! Now it works great (except occational CTDs, I don't know if this have to do with AAC 1.4 as russbo, but I didn't have them before...) Wink thanks for the help!
This CTD thingy is puzzling me. I have 20 M1 running ACC 1.4 across my galaxy and i never had any issue in days of gaming :s

If you load your savegame after a CTD, does the CTD still happen at the same time, or is it random ?
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Hieronymos
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Post by Hieronymos »

Serial,
could you provide a link to that "Leveling AI vs. TCP" thread? I'd like to check it out :)
Thanks,
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Serial Kicked
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Post by Serial Kicked »

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ishmaeltheforsaken
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Post by ishmaeltheforsaken »

How compatible is the s with XTM? The commands seem to work with the M7s the mod adds, but the Leviathan (Argon M0) doesn't have the options under General. I extracted it from XTM's .cat, and I THINK it's labeled an M1 for game purposes, but I'm not sure. Also, is there any way I can fix this without wiating for an uodate that might never arrive?
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Post by garrry34 »

Serial Kicked wrote:
Any chance of adding M2's to the next upgrade? With the new ships being created, and the new mods, having this functionality would be much appreciated.
Sorry, but no plan to do it. Adding the commands yourself isn't that hard, just give a look at the setup.anarkis.carrier file, and in the lines that looks like:

Code: Select all

global script map: set: key=xxx, class=Battle Ship M1, race=null, script=...
Change "Battle Ship M1" by "Huge Ship". Save & reload your game, enjoy.

Anyway I will write soon a AFC script (anarkis fleet commands) for M2 ships, making this discussion a bit pointless :)
do this it will remedy the levi problem
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ishmaeltheforsaken
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Post by ishmaeltheforsaken »

Nice, thanks. Works like a charm.
I hate to admit it, but it took me at least half an hour just to figure out out to save the scripts.
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Serial Kicked
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Post by Serial Kicked »

lol, at least you've learned something :)
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