
Oh and by the way, this doesn't in any way interfere with MARS, does it? I don't think it would, but might as well ask as I'm no modding guru.
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Interfere? with mars? ...if you mean giving alot of targets to mars as interfering than it doesWintermist wrote:You're a fast workerThanks!
Oh and by the way, this doesn't in any way interfere with MARS, does it? I don't think it would, but might as well ask as I'm no modding guru.
Call it an emergency bug fix as it is only changes in 2 files and small ones at that...compared to the number of ATF that is a small thingStealthElement wrote:Jesus christ! I take a nap and now r4 is out?!You don't actually sleep, do you? I love it! I'll let you know how I get on with r4 in an edit to this post.
Seriously, you're working fast, this is already my favourite script and it keeps getting cooler.
Code: Select all
skip if not $player.name='someone else'
=[THIS]->call script 'plugin.ir.k.spawn': target=[PLAYERSHIP] mode override=4
Code: Select all
skip if not $player.name='someone else'
=[THIS]->call script 'plugin.ir.k.spawn': target=[PLAYERSHIP] mode override=4
Though I think the pun would be even funnier if there was a "skip if not":someone else wrote:Code: Select all
skip if not $player.name='someone else' =[THIS]->call script 'plugin.ir.k.spawn': target=[PLAYERSHIP] mode override=4
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no comments more than incontrollable laugh
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maybe you can make it as a on/off (optional) feature, or we will force other people here to call themselves "someone else"!!
I am afraid I have to pick on you...my online name was 'someone else' several years ago sooo...someone else wrote: maybe you can make it as a on/off (optional) feature, or we will force other people here to call themselves "someone else"!!
1. Read it again, it is skip if notThough I think the pun would be even funnier if there was a "skip if not":
You: "Why do I always get killed by a crazy force?"
7ate9tin11s: "I don't know... They do not attack the player by default, they usually attack someone else."
I'm still asking if you, 7ate9tin11s, have any intention to, at any time do something alsong the lines of what race patrols did. So giving race militaries a fixed strength and reinforcements.
1. Heh, looks like I got this wrong7ate9tin11s wrote:[1. Read it again, it is skip if notThough I think the pun would be even funnier if there was a "skip if not":
You: "Why do I always get killed by a crazy force?"
7ate9tin11s: "I don't know... They do not attack the player by default, they usually attack someone else."
I'm still asking if you, 7ate9tin11s, have any intention to, at any time do something alsong the lines of what race patrols did. So giving race militaries a fixed strength and reinforcements.
2. The only problem with that is that it requires a real mod and not just scripts. Once I start to mod files the scripts lose their compatability with alot of other mods. I will keep it in consideration, but right now it is a low priority compared to finishing up the yaki and pirates.
and yet your system has not come to a standstill...even I am impressed with how little processing power the invasion script takesThisIsHarsh wrote:Improved Races: Cleaning ATF - 10500 remain
SpenzOT wrote:1. Terran and ATF attack forces spawn with many of their capital ships armed to the hilt with M/AM launchers...but no ammo to shoot from them. So a big bad odin flies in and is ripped apart because it has nothing but its shields and fighters to defend itself with.
I think it is fixed in the new version I am testing, ran into a different problem though in long duration testing that has to be taken care of first.SpenzOT wrote:*Edit* I am also getting the endless cleanup thingy as well. Cleanup starts but never ends. It just keeps going on and on. Reverts all sectors and stuff, but it doesn't kill the counterstrike fleets. It tries but just keeps looping.
I was fairly sure that I check to see if your an enemy to the station building the assault force. Now that I think about it though, you are not listed as an enemy to a station even if the race hates youThisIsHarsh wrote:- I am hated by the Split, yet they still send me messages about trying to retake a Xenon sector. Perhaps a good idea to only report invasions to players who have good relations (or even better, a police license).
I am of two minds on this one. For one, why would a broadcast message care if you had discovered the sector? They would still have sent the message to the rest of the universe. On the other hand, perhaps your ship computer just decides the message is spam since the sector does not exist?ThisIsHarsh wrote:- I get invasion notices for sectors I have not even discovered yet. IMO you should only get notices for sectors you have discovered (and preferably only if you have property in the battle group's sector).
I dunno, broadcasting a message to every (friendly) ship in the entire galaxy just seems a bit over the top to me. Makes more sense to broadcast it to the pertinent sector(s), then if you happen to have property in the sector it can relay the message to you. Also if you have good relations (or a police license) then it makes sense if they request help for/against invasions. I'm sure others would disagree, but it would be good to have as an option...7ate9tin11s wrote: As for the sector lost reports, I assume those are a general broadcast. A public service, if you will
I am of two minds on this one. For one, why would a broadcast message care if you had discovered the sector? They would still have sent the message to the rest of the universe. On the other hand, perhaps your ship computer just decides the message is spam since the sector does not exist?ThisIsHarsh wrote:- I get invasion notices for sectors I have not even discovered yet. IMO you should only get notices for sectors you have discovered (and preferably only if you have property in the battle group's sector).???