Marks_Patrol_And_Wingman_Commands_V3 now available

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handzon
Posts: 258
Joined: Fri, 30. May 03, 19:28
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buzzing around

Post by handzon »

firstly excellent script package. though i have an Q in regard to the amount of buzzing around my wingmen assigned to missile duty are doing.
i found after entering montalaar one of my ship/s accidently rammed not only myself, but also an argon freighter existing the gate behind me. before to long seeing red,the freighter called in assistance. though it was to late for that for him, he he... then an little while later upon leaving an station the same guys buzzing around hit the station sending my rating to the ground. so is it possible to give these guys an chill pill, and reduce the radical buzzing around near your ship, larger distance?, and or could the timing of how many buzzes they do be lessoned, ie; i was using busters for MD, squad number of 5 ships, 1 Wingman with others assigned to him/her :-).

ps. cant wait for the resupply, and missile run. one of the better aspects of the homeworld series was being able to to resupply/repair ships during battle.one aspect i have hoped might be improved in future ver. which would really enhance your package would be multiple selection of individual ships from the properties screen. thus speeding up the re/grouping process when formation leader is taken out and or during assigning of ships to their prospective wing and or squads.
cheers very happy customer.
Handzon c.e.o at SPARTRANS TRADING CO.
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marklaverty
Posts: 270
Joined: Mon, 23. Feb 04, 15:03
x2

Post by marklaverty »

firstly excellent script package. though i have an Q in regard to the amount of buzzing around my wingmen assigned to missile duty are doing.
i found after entering montalaar one of my ship/s accidently rammed not only myself, but also an argon freighter existing the gate behind me. before to long seeing red,the freighter called in assistance. though it was to late for that for him, he he... then an little while later upon leaving an station the same guys buzzing around hit the station sending my rating to the ground. so is it possible to give these guys an chill pill, and reduce the radical buzzing around near your ship, larger distance?, and or could the timing of how many buzzes they do be lessoned, ie; i was using busters for MD, squad number of 5 ships, 1 Wingman with others assigned to him/her .
Hi,

Know exactly what your saying about the missile defence command! It bugs me too and I don't like it. The trouble is that I haven't figured out another way of doing it yet. Basicly the wingman assigned to this command.....

1) checks for incoming missiles
2) escorts the lead ship for 2 seconds
3) checks for incoming missiles
4) escorts the lead ship for 2 seconds
5) and repeats over and over and over....

The 'buzzing' around is caused because by the fact it is checking for incoming missiles every 2 seconds, thus 'breaking' the escort ship command. If I increaase this to say every 15 seconds (would need to increase it to at least this to make any difference) it'll reduce the buzzing, but will also increase the chance of a missile getting through.

In version 4 I have changed the escort command to a 'follow ship with accuracy of 500' meters' which may help a bit.

If anyones got any indeas on this one I'll be REALY pleased to hear them!!!

ps. cant wait for the resupply, and missile run. one of the better aspects of the homeworld series was being able to to resupply/repair ships during battle.one aspect i have hoped might be improved in future ver. which would really enhance your package would be multiple selection of individual ships from the properties screen. thus speeding up the re/grouping process when formation leader is taken out and or during assigning of ships to their prospective wing and or squads.
cheers very happy customer
Not sure what you mean by the properties screen..?

Do you mean adding wingmen to a lead ship from the command menus of just the lead ship with a sort of 'Assign wingman to this ship' command? Thus negating the need to go to the command console of each wingman?
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Kailric
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Post by Kailric »

I got some ideas..I'll send you a PM
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kinein
Posts: 397
Joined: Thu, 13. May 04, 12:14
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Post by kinein »

Is this the newest Mark's Patrol Script?? Also should I get fleet commands also or is this a good end all when it comes to sector defense with fighterships / wings. I'm still a giant newbie with scripts and I figure I'll reread this whole thread another dozen times.'

By the way the resupply and bombing run updates are now available with the newest Patrol Script??

To do the work of 1 Centaur for OOS defense, how many M3's needed per sector ( flight wings ) details and fine points and anything that could help me would be appreciated. Open to hear all the tricks of the trade and little things I need to remember.
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Constipated_Vigilante
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Post by Constipated_Vigilante »

The newest is down the page a bit, 4.1.3.
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marklaverty
Posts: 270
Joined: Mon, 23. Feb 04, 15:03
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Post by marklaverty »

Hi,

As conscripted _vigilante said, the latest version is covered by a topic further down :wink:

In response to your question about how many ships to use. 2 fully loaded novas work pretty well, but three rocks.

I use 3 to keep 6 sectors khaak free.

For best results give them triplex scanners, and for normal sector patrols missiles aren't needed.

Lastly, install 2 less units of engine tuning in the lead ship, this helps keep the formation together and that way the wingmen normally engage a few seconds before the lead ship.



Mod = please close this topic :wink:
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KesinX
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Joined: Sat, 10. Mar 07, 10:00
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Post by KesinX »

I looked over this thread and didn't see this so I thought I'd throw it out there.

For Stations and Ships that can hold fighters there should be a script for "Defend Homebase" where they basically stay docked until their homebase gets attacked or an enemy comes too close and then they launch, landing after their homebase is safe.

I can see there might be a problem with them destroying one attacker and then trying to land just to launch right away again but maybe there could be some kind of proximity detection, sort of a "Launch and attack all enemies within X km and return home."
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moggy2
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Joined: Wed, 6. Nov 02, 20:31
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Post by moggy2 »

any fighters landed at their homebase, who have no commands set, will automatically launch with the command attack all enemies and land when the homebase is attacked.

This works for both stations and carriers. It's been like this in every X game. No need for a specific script to handle it.
blazer1121
Posts: 501
Joined: Tue, 26. Sep 06, 07:12

Post by blazer1121 »

I can't get the script. When I click the link, i got to the site. I say x2 but then it just comes up with errors in the site.
NattyFido
Posts: 4
Joined: Wed, 18. Apr 07, 22:29
x3

Post by NattyFido »

I get an error when I click on X2:

Code: Select all

mySQL query error: SELECT * FROM x2skin_sets WHERE set_skin_set_id=6

mySQL error: Table 'db196145025.x2skin_sets' doesn't exist
mySQL error code: 
Date: Wednesday 18th of April 2007 10:40:34 PM
baubsmyth
Posts: 66
Joined: Sat, 5. Nov 05, 06:34
x4

Post by baubsmyth »

I have not seen this version for download anywhere, but if you look in the Index of X2 Community Plugins sticky at the top of these forums you'll find a link to "Mark's Patrol and Wing scripts v2.1" in the list. I use the patrol and the wingman scripts, and they work great!
NattyFido
Posts: 4
Joined: Wed, 18. Apr 07, 22:29
x3

Post by NattyFido »

baubsmyth wrote:I have not seen this version for download anywhere, but if you look in the Index of X2 Community Plugins sticky at the top of these forums you'll find a link to "Mark's Patrol and Wing scripts v2.1" in the list. I use the patrol and the wingman scripts, and they work great!
I get a page not found error for those links!
Where else might I find similar scripts? I would like to group my fighters into squadrons/wings so that I only need to give a commnad to the leader and not every ship in the squadron.
baubsmyth
Posts: 66
Joined: Sat, 5. Nov 05, 06:34
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Post by baubsmyth »

Did you dig through the thread? You can often find alternative download links once a script/mod has reached a certain age & the original link is broken. I usually read the original page for the description, then if the link is broken I hop to the "last page in the thread" to see if anyone made new links. :wink:
NattyFido
Posts: 4
Joined: Wed, 18. Apr 07, 22:29
x3

Post by NattyFido »

Thanks for the tip, I found them eventually! I not sure if they are the same scripts, but they will give me something to work on.

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