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

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Serial Kicked
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Post by Serial Kicked »

About damaged ships it can be set in the "battle tactics" menu (additional command slot). You can choose how much damage a ship can handle before beeing ordered to stay / return at the docking bay, both for attack and defense wings.

About shieldless ships, you're right, added to 'todo list' :)


edit: btw, please use the "official" topic next time, thanks.
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Evans3rd
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Post by Evans3rd »

I’m trying to figure this out right now myself.
I have not loaded any mods, yet (and yours looks like a must have) but every time I launch my personalized Nova (with me in it), from my Colossus, all my fighters launch too (in attack all enemies mode). I have not ordered them to do this (as fare as I know) so how do I get them to stop launching without a direct order?
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Serial Kicked
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Post by Serial Kicked »

Simply don't use the "Automate carrier" command on your personal carrier.
Me, one message before wrote:edit: btw, please use the "official" topic next time, thanks.
I wonder what it means.


{ thanks moggy2 for the moved topic }
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Post by fud »

SK, I'm still having some sort of problem with the "equip docked ships" command. I loaded 4 Novas into a TL loaded with AHEPTS. Each Nova was bought as an L with 4 AHEPTS on each. I ordered it to equip 4 to all. It threw them in the cargo bay, but didn't install them.


Does the recieving ship have to be completely empty of guns? I haven't tried shields yet, as most of the ships are bought with them.
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moggy2
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Post by moggy2 »

Serial Kicked wrote:...

{ thanks moggy2 for the moved topic }

:gruebel: how'd he know it was me? :wink:
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Serial Kicked
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Post by Serial Kicked »

hehe i'm psychic :)

@fud: oh, i see the issue. In fact when i've written this command, it wasn't exactly designed to install weapons. In my mind it was used to reload all ships with missiles, energy cells, and such in a single command. But i didn't thought about weapons. It shouldn't be very hard to implement, so i guess i'll improve it a bit in next version.
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Post by fud »

Nice. I plan on using a TL/M1 as a supplier for fighters. So equiping 10-12 M3s with one command would be REALLY handy.

I was just under the assumption (I know :P) that loading guns onto a ship would automatically install them, if they were open and available on that ship.


You can do a freight transfer from each fighter to the carrier, then back, and it'll install the guns. That's why I thought it was sorta weird. Good luck. :)
Reagger
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Post by Reagger »

I was wondering if anyone knows of any conflicts (aside from the one mentioned on page 1).

I've been using this script for a while and love how it works, except the automate carrier task. It doesn't seem to do anything (I'm thinking another script might conflict).

Currently I have the following scripts installed (all are spk packages):

-Advanced Mineral Scanner
-Anarkis Carrier Commands
-LV's Cheats (because some of the ship's auto-pilots are r******* and fly into things alot)
-Manage Forbidden sectors
-Overtune BBS
-Satalite Early Warning Network
-Sector Takeover
-Xai Fleet Support
-Xai Manual Trade commands
-Xai Remote Transporter Device

And the DDRS mod.

I did notice that ACC overwrote a bunch of of the carrier commands in the special menu, but they work just great.
fud
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Post by fud »

Serial Kicked wrote:hehe i'm psychic :)
It shouldn't be very hard to implement, so i guess i'll improve it a bit in next version.


Nope, not hard at all, even for a doof like me. Works like a charm now. :)


For reference:

Code: Select all

017     =$ship -> install $amount units of $ware
Hope you don't mind I changed it for my game.
Javelin06
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Post by Javelin06 »

This sounds lile a FANTASTIC script!

I am curious though if using this will work with any TS\TP\M6 docking scripts.

Does anyone one know/recommend one that will not break the functionality of Serial Kicker's. I would love to take the plunge on this one but i really would like to have TS\TP\M6 docking also.
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Serial Kicked
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Post by Serial Kicked »

@Reagger :

No known conflicts between your other scripts / mod and mine. "Automate Carrier" will automatically launch and recall fighters to destroy enemies when then are in range of the carrier. Should be used on carriers on patrol duty, but it won't launch fighters to destroy a poor single pirate M4 or M3.


@fud: Good, will check for any possible issue and include the change.

@Javelin06: This script may not work with scripts that simulate docking of TS/TP/M6 on carriers, I don't really know. But it will work with mods that add TS/TP/M6 docking ability to carriers.
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Javelin06
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Post by Javelin06 »

Ok thanks Serial.

One more question: Do you or anyone else know of such a mod? I have only been able to find LV's script, and like Serial said he is not sure if it will conflict with his. Anyone have any experience with this?
Beeralbion
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Post by Beeralbion »

Ive been looking through the bugs section but can't seem to find an exact answer.

Basically my ships that launch from the TL get about 100m away and suddenly appear back in the dock of the TL.

After trying to turn off the script and then turning it back on, 1 of the docked ships now makes it to a station for refuelling but the other 2 either don't go anywhere of get zapped straight back into dock :(

Any ideas??
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Serial Kicked
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Post by Serial Kicked »

@Beeralbion: It's probably because you try to use the various commands when the "Automate Carrier" additional command is running. You can't order an automated carrier to trade or send offensive / defensive wings as this additional command will order the ships to dock at the carrier when there's no medium/major threat in the current sector.

So, if you want to resupply your carrier, disable this additional commands ;)
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Beeralbion
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Post by Beeralbion »

Ahhh I see what I may have done wrong then!

Yes I enabled the Automate Carrier command in the ship menu as I thought it needed to be running for the other commands to work!

So basically I need to set the ship commands to 'None' and then use the 'General' commands to do the refuelling etc right?

Will give it a try when I get home :) Thanks for the reply
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Serial Kicked
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Post by Serial Kicked »

Yes, exactly :)
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Post by fud »

SK, I hope you don't mind I commented out the lines checking for homebase on the equipdocked script too. I didn't want to have to assign the equipment ship as the homebase for the fighters to kit them out.
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Serial Kicked
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Post by Serial Kicked »

Go ahead, you're authorized to modify my scripts as much as you like for personnal use. :)
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Post by fud »

Cheers. I just brought up my two (very small) revisions for reference, in case you thought they'd be a good idea or others might be interested. I rather like the changes myself.


I know better than to cobble one up and re-release it. I'm an asshole, but that big of an asshole.

:lol:
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Serial Kicked
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Post by Serial Kicked »

hehe :)

In fact the first revision will be included (in fact it's already in the version i'm using) but for the second one i dunno, maybe i'll give the choice to the player.
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