AL Plugin : Medusa Rapid Fire Missile Interface Redux 1.1 (6.8.07)

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Alex Vanderbilt
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Post by Alex Vanderbilt »

Quite interessting script at frist, make me using missiles again in the game. Good work so far, but in despite you said that the Typhoons should not disappear while using this srcipt they are all erased from all Swarm Missile Complexes.

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(Wespe means Wasp in English, the other ressources are not that relavant in my opinion)

And I run 1.1, too. No idea what cause this. Anyway, I asked UniTrader to write a small script for me which makes the Typhoons available again at the Complexes.

AV
cloppy007
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Post by cloppy007 »

Turns out there is something, but I don't know what it does.

File setup.medusa.xml

Code: Select all

<line linenr="001" indent=""><text>load text: id=</text><var>8815</var></line>
<line linenr="002" indent=""><var>$anull = </var><var>null</var></line>
<line linenr="003" indent=""><var>$medi = </var><var>Medusa RFM Interface</var></line>
<line linenr="004" indent=""><var>$psec = </var><var>[PLAYERSHIP] -></var><text> get sector</text></line>
<line linenr="005" indent=""><var>$medus.uninstall = </var><text>get global variable: name=</text><var>'medusa.uninstall'</var></line>
<line linenr="006" indent=""><var>if </var><var>$medus.uninstall</var><text> </text><var>==</var><text> </text><var>null</var></line>
<line linenr="007" indent=" "><var>$missile = </var><var>Typhoon Missile</var></line>
<line linenr="008" indent=" "><var>$missile2 = </var><var>Tornado Missile</var></line>
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LV
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Post by LV »

crap i can't believe I looked right at that code and missed it :roll: talk about not seeing the wood for the trees :o

I'll fix tomorrow.

Which fabs have which missile (tornado/typhoon) i can't remember.

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LokRar
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Post by LokRar »

Nobody's perfect LV, at least your problem is user-based.

I'm having problems with X3 just trying to save scripts/savegames!
Alex Vanderbilt
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Post by Alex Vanderbilt »

Paranid Swarm Missile Production Complex ar the stations which contains both missiles.

Btw, could you make it possible that both missiles, tornado and typhoon, are available to buy. Indeed, Tornados are not target following like Tempest or Thunderbolt but they are faster and more powerfull because 5 of them with a demage of 50k attack the target and therefore I like them quite much :)

Would be nice if you can realise this.

AV
cloppy007
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Post by cloppy007 »

In my game, the converted Typhoon fab was owned by me... I think I bought it in a Teladi shipyard.
LordAlrik
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Post by LordAlrik »

I did this before, but I've totally forgotten how now.

How do you set the Medusa RFM to enable it so your ships that you own, but arn't actually in, can fire their missiles through the Medusa?
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LV
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Post by LV »

as long as the other ship has medusa installed it will be in the ships combat menu
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LordAlrik
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Post by LordAlrik »

It does display the command in the combat menu, unfortunately when I send the ship the command it stops and does nothing.

I've checked to make sure the ship has 1) Missiles in its Cargo Bay and that 2) The Missiles are set as the missiles it should be firing. Unfortunately, despite whatever missiles I have equipped on the ship, because I'm not actually physically in the ship, it doesn't seem to want to fire the missiles through RFM. I don't think I'm doing it wrong, but I could easily have made a mistake. I do remember encountering the issue before, and I had to change a few variables in the script itself to enable other ships that I wasn't in to use the Medusa to fire.
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Charlie Whiskey
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Post by Charlie Whiskey »

Given the following:

1) Medusa AL plugin is set to ENABLE
2) there is a Medusa RFM Interface ware on the ship
3) the ship (hyperion) is equipped with typhoon missiles and there are 20 units on board.

Question:
When I select Fire medusa single target in the combat menu, pick a target, type in 20 and press enter, I always get "command rejected... autopilot activated"?
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LV
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Post by LV »

that sounds like your too close to a station or big ship to me charlie
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Charlie Whiskey
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Post by Charlie Whiskey »

That's definitely not the case LV. Besides I can't find any distance checking algorithm in your script. I'm puzzled.
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Tritous
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Post by Tritous »

just started a pelting of 600 wasps on a khaak destroyer.

tad annoying that i cant move or access other menus while doing it (eg, cant call in fire support) but the view is worth it. there are so many missiles that the wasps are doing exactly what i've always loved them for: paralysed the target by confusion.

got 1/3 of it's shield down so far. if a target is outside 10km will it move into range then fire? I assume I'd be able to move freely if another target was the one told to fire. I'm considering the effect of a support dolphine super frieghter full of wasps paralysing my target while I go for the kill (it's like an expensive disruptor).
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Tritous
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Post by Tritous »

I dont know if LV if likely to read this, but any scripters who are better at scripting than me (most of you) I wouldn't mind a little advice.

I'm looking to change this script, and of course LV can help himself to this idea since it's based on his anyway. I'm looking to make a command that gets the array of eligible ships in the sector (carrying missiles (or for me in only care about typhoon, tempest and thunderbolt, they are what I use) which they can equip and who have medusa installed) and does one of two things based on a mode input: either it gets each ship to do a mass fire, or it gets each ship to select a target in its range and do a single target attack on it, number of shots depending on class of target and missile (40 tyhoons for destroyer or carrier, 10 for TL or m6, 3 for m3, 1 for lower, 3 times as much for tempest or thunderbolt).

Now there are a few things that would be even nicer: if the targets could be prioritied by size, the allied ships were prioritised by missile number, they could be matched up so those with the most shots targetted the biggest targets. This would need some clever work with crossreferencing the distance between targets, their range from each ship (they have to be in 10km still) and if a target already has someone assigned. The sorting itself should be easy.

The second idea I had was for carriers to launch any eligable docked ships, and have them take part in the action too ;). Ideally the docked ship should return to its dock after.

The requirements i was thinking for both the command issuer and the carrier (for scramble and shoot) needing medusa, fight command software mark 2, special command software, and fleet support software to allow the targetting and transmission of the command.

Now I can manage "some" of the above, but certainly not all of it (I honestly haven't the time, nor experience with the editor). However, if LV wants to throw together the above idea I can help out by giving a nice marketting artical or two to put in the BBS ;). Doubly I can make a nice set of articles (couple per race) if there was a second software for it :P

out of interest, does this script work with dumbfires? I've never really tried it, but since i have rather a lot of tornado missiles it would be nice to use them for taking down stations
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Set a man on fire, he'll stay warm for the rest of his life ;)
Lord Kellmar
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Post by Lord Kellmar »

I'd like to bump this thread to say that it still change Typhoons factories into Tornado factories. (v 1.1 redux)
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kurisu
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Post by kurisu »

Wrong topic, please ignore.
rafezetter
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x3

what does this mean..?

Post by rafezetter »

Please note - This plugin no longer is a mod, ignore any posts in relation to the mods or missile defense as I removed both

what does that mean.. does it not work? has it been included in something else?

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