[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

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Saber15
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Post by Saber15 »

Osiris_sam wrote:that error occurs in the setup if the script engine version isnt the correct one (or higher), in this case 43 ( i think)
How do I fix this?
Razman23
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Post by Razman23 »

I found this today and I think about all the time, energy, and profitssss I just spent on getting my two carrier battle groups set up the old fashion way. :evil:

But anyway.......I plan on running this script now.

So I have read all 23 pages of this thread, the PDF manual, and original post.

As I understand it, MEFOS script is only needed so that this script can run mechanic and allow bomber landing in a carrier parts of the script actions.

Now my question is, can I use MEFOS as it was designed for along with this script?

Also is there an english PDF manual for MEFOS coming soon?

I read the short insert on the third page (I believe) about MEFOS but it didnt really explain how it works or how to run it.

Sorry but I cant read German.
Raz
Osiris_sam
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Post by Osiris_sam »

yes, MEFOS is designed to complement CODEA. Many of Lucikes scripts synergise with each other very well, and a often designed to work with one another. I believe the english manual for it still has to be written and then translated, but i dont know for sure. all i know for sure about mefos, is that there is a combat command and some turret commands added, oh and a MEFOS weapon system :)

have fun
Razman23
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Post by Razman23 »

Thanks!

I was wondering how does MEFOS work as in do I need to purchase it for each ship such as engine tuning or is it something that runs no matter what and I just have to have the crew aboard the ship for it to make it work.

Now as far as CODEA is concerned, I need just a little bit of clarification on fighter load-outs.

I guess I need to already have the shields installed on the fighters ahead of time?

Gun installation for all the ships home based to the carrier will come from the armament load-out dialog window as long as I supply all the guns on the carrier, correct?

Does this also work for the M6,M8,M2, and TS ships that are part of the carrier group?

I just have to make sure that each fighter I want to place into CODEA must carry at least one gun.

Crew training:

Bombers and tenders will not be allowed until their pilots achieve the rank of Lieutenant. Since all the pilots I would hire at a military post will be 'recruit' grade, I guess I need to run some patrol and recon patrols first to get some officers so I can then run the tenders and bombers. Another right assumption?
Raz
Razman23
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Post by Razman23 »

dukedroklar wrote:
Anybody using M7M's in their codea fleets? What's your experience with them?
Correct me if Im wrong but dont you have to manually give them a target?

I havent loaded this script yet so I am going by what I read earlier.
Raz
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chaosras
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Post by chaosras »

Had this script installed for awhile, but have just started using it extensively. Couple things:

1) The manual (yep, I read it all) implies CODEA will change out weapons OOS/IS like 8HEPT OOS vs 4HEPT IC, yet I haven't found this to be the case. If I equip my fighters with 8HEPT they use them even IS. Am I doing something wrong, or is the manual misleading?

2) In large battles, I find that all my fighters are being launched at the ememy, even my patrol fighters! Even with FLIGHT RESTRICTION in place... anyone else experiencing this problem?
kipstafoo
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Post by kipstafoo »

Hrm...

My pilots are all stuck 'in action' and I can't seem to get them out of that state.

I have a Shuri with 35 fighters on board and 15 tenders following for leveling up my Lts to Cmdrs. I have docked all my fighters, removed all them all from the hangars, heck, I've even shut CODEA off, but all my pilots are still 'in action' and I can't swamp them around. :|

Any ideas how to fix this?
bones_ayres
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Post by bones_ayres »

kipstafoo wrote:Hrm...

My pilots are all stuck 'in action' and I can't seem to get them out of that state.

I have a Shuri with 35 fighters on board and 15 tenders following for leveling up my Lts to Cmdrs. I have docked all my fighters, removed all them all from the hangars, heck, I've even shut CODEA off, but all my pilots are still 'in action' and I can't swamp them around. :|

Any ideas how to fix this?
hmm, I had this problem when I transferred operations from one CODEA carrier to a new one. The pilots had all been assigned while operating from the first carrier, I then simply changed the home base of them all to the new carrier and turned on CODEA. I found I could not transfer pilots to/from cockpits.

I had to turn CODEA off for the second carrier, convert the homebase for all fighters back to the first carrier, send them back to it, turn CODEA back on for the first carrier, remove all the pilots from their cockpits, relocate the fighters to the second carrier and use the transporter to send the pilots between the two carriers. Turn CODEA off on the first carrier, turn it on for the second take 2 aspirin for the headache that caused and you're done!
kipstafoo
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Post by kipstafoo »

Sadly, no go.

I actually have the Shuri, a Galleon and a Shrike, all with the problem.

8 fighters on the Shrike, 25 on the Galleon, 35 on the Shuri and 15 tenders for the Shuri. Can't get my dang pilots out of them. :P

It's all well and good expect I would like to get the 15 commanders from the tenders onto Corvettes :P
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chaosras
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Post by chaosras »

So playing around with this stuff some more:

1) CODEA doesn't change out weapons OOS/IS like 8HEPT OOS vs 4HEPT IC. Perhaps this only works in conjunction with MEFOS? I'm not exactly sure what all the MEFOS script does as I don't use it.

2) In large battles, I find that all my fighters are being launched at the ememy, even my patrol fighters! Note that this is IS fighting, and it still happens.

A new one:

3) Again IS, after fighting, the carrier fighters just hang out w/o any orders and do not return on their own to the carrier. OOS it works great, as I've monitored many OOS battles... just seems to be a problem IS.

Again, maybe some of this behavior is 'fixed' with MEFOS installed as well? I'm also guessing that MEFOS is needed for the battlegroup tenders? I can assign a commander to a corvette, but am unable to assign the corvette to the corvette hangar.
kipstafoo
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Post by kipstafoo »

kipstafoo wrote:Sadly, no go.

I actually have the Shuri, a Galleon and a Shrike, all with the problem.

8 fighters on the Shrike, 25 on the Galleon, 35 on the Shuri and 15 tenders for the Shuri. Can't get my dang pilots out of them. :P

It's all well and good expect I would like to get the 15 commanders from the tenders onto Corvettes :P
Well, I found one of the issues. If I have multiple tenders and I try to remove all of them from the battle group at one time, then my pilots are stuck 'in action'. If I leave one in the battle group then the other pilots are fine then I can put the BG into standby mode and I can get the last pilot.
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chaosras
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Post by chaosras »

chaosras wrote: ... A new one:

3) Again IS, after fighting, the carrier fighters just hang out w/o any orders and do not return on their own to the carrier. OOS it works great, as I've monitored many OOS battles... just seems to be a problem IS...
Some more info on this... First, it does happen OOC, but not as often. And I have observed that this happens to fighters that are not named according to your format after launch, ie. ATF Nova Vanguard --> ATF Nova Vanguard - YM3DH-90.

Perhaps when the action is heavy, the renaming is interrupted somehow?
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I watched C-beams glitter in the dark near Tannhäuser Gate. All those moments will be
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Feuerriese
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Post by Feuerriese »

chaosras wrote: Again, maybe some of this behavior is 'fixed' with MEFOS installed as well?
You guessed right, CODEA should NOT be run without MEFOS. You don't have to use MEFOS at all, though, just let scripts be there. Also, you can try installing beta.20 from Lucike's original thread (German forum) and use the english beta.19 t-file, there shouldn't be any differences.
Btw, MEFOS is Lucike's cousin of MARS, well, sort of. Advanced turret control system :D
Lancefighter
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Post by Lancefighter »

chaosras wrote:
chaosras wrote: ... A new one:

3) Again IS, after fighting, the carrier fighters just hang out w/o any orders and do not return on their own to the carrier. OOS it works great, as I've monitored many OOS battles... just seems to be a problem IS...
Some more info on this... First, it does happen OOC, but not as often. And I have observed that this happens to fighters that are not named according to your format after launch, ie. ATF Nova Vanguard --> ATF Nova Vanguard - YM3DH-90.

Perhaps when the action is heavy, the renaming is interrupted somehow?
I think that is actually a function of the homebase - Ships that are homebased to a ship will launch if the homebase gets into combat.
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chaosras
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Post by chaosras »

Lancefighter wrote:
chaosras wrote:Some more info on this... First, it does happen OOC, but not as often. And I have observed that this happens to fighters that are not named according to your format after launch, ie. ATF Nova Vanguard --> ATF Nova Vanguard - YM3DH-90.

Perhaps when the action is heavy, the renaming is interrupted somehow?
I think that is actually a function of the homebase - Ships that are homebased to a ship will launch if the homebase gets into combat.
Ahhhh I see what you mean. That could well be I suppose. Though CODEA sends out wingmen for these un-named fighters... so I'm not sure.
Space Cowboy - http://www.myspace.com/hardknight

"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion.
I watched C-beams glitter in the dark near Tannhäuser Gate. All those moments will be
lost in time, like tears in rain."
- R. Batty

HKP Transponder Interface Software
HKP Enhanced Missile Barrage
Lancefighter
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Post by Lancefighter »

weird, but that could be how codea handles wingmen (sends out fighter first, then checks near the carrier for fighters that need wingmen to engage their target)

Wouldnt really know, after i suicided my carrier group in a fit of anger, i kinda gave up on fighters..
KaZTek
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Post by KaZTek »

Feuerriese wrote:
chaosras wrote: Again, maybe some of this behavior is 'fixed' with MEFOS installed as well?
You guessed right, CODEA should NOT be run without MEFOS. You don't have to use MEFOS at all, though, just let scripts be there. Also, you can try installing beta.20 from Lucike's original thread (German forum) and use the english beta.19 t-file, there shouldn't be any differences.
Btw, MEFOS is Lucike's cousin of MARS, well, sort of. Advanced turret control system :D
Care to share with us an english T-file for MEFOS?
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Feuerriese
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Post by Feuerriese »

Hmm, I looked around and there doesn't seem to be a proper english full package of Lucikes scripts so just use the German one from here.

The corresponding thread is here. Maybe try google translator for getting a rough overview so you know what you are installing (you will need at least the most recent libs which I did not find on the English forums).

If you are really looking for just the t-file (MEFOS), you will find it here.
However, I recommend installing the full package, Lucike provided all necessary english t-files. Should you run across some weird German after installing, let me know and I will just translate it for you :wink:
KaZTek
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Post by KaZTek »

I do have the library scripts. I'll try the exe then.
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xWolfzx
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Post by xWolfzx »

Hi a question regarding mefos, is there a way to switch off automatic weapon switch? I kinda find weapon groups redundant with that in place imho.

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