[SCR] MARS Fire Control (v5.25 - 16.02.13)

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Grimm Spector
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Post by Grimm Spector »

Gazz wrote:Sound issue fixed. That was the debug mode I left enabled by accident.
Either re-download or delete the Debug=TRUE line in the setup.

Grimm Spector wrote:I was always under the impression that fighter drones were meant to be single use items though...
You were able to recover them in Reunion Vanilla and you can do so in TC.

Since I don't consider it good fun to manually recover dozens of drones all the time, MARS automatically does that.
ahh I figured since there was no return to base command for drones that there was no way to get them back, I figured they were just disposable cheap fighters, I mean 4K < 400K...by a lot...so....but I'm not about to fly around picking the damned things up yuck...
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Gazz
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Post by Gazz »

Grimm Spector wrote:Amazing script, but I needed some help, I can't seem to find where to turn on/configure Goblin Missile Defense, and I don't see it in the commuinty plugins menu so I assume there's no configuration for MARS there at all?

I also can't find the AL plugin or how to use it to make AI Cap ships use MARS or any of the AL stuff mentioned in the post...could you help me out?
After you turned on the script editor, these show up under Gameplay -> Artificial Life Settings

GMDefense is enabled either along with every MARS turret script or can be enabled from the Collect Cargo command.



Version 3.50 released.

There is a new hotkey to deploy Keris and Mk2 as Goblin Mk2.
MARS only uses those if it's all out of regular drones.
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Grimm Spector
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Post by Grimm Spector »

Gazz wrote:
Grimm Spector wrote:Amazing script, but I needed some help, I can't seem to find where to turn on/configure Goblin Missile Defense, and I don't see it in the commuinty plugins menu so I assume there's no configuration for MARS there at all?

I also can't find the AL plugin or how to use it to make AI Cap ships use MARS or any of the AL stuff mentioned in the post...could you help me out?
After you turned on the script editor, these show up under Gameplay -> Artificial Life Settings

GMDefense is enabled either along with every MARS turret script or can be enabled from the Collect Cargo command.



Version 3.50 released.

There is a new hotkey to deploy Keris and Mk2 as Goblin Mk2.
MARS only uses those if it's all out of regular drones.
ty :D
SpenzOT
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Post by SpenzOT »

Great script!

There is one problem I have found to be very annoying. The turrets will always switch targets before its primary target is destroyed. As soon as the shields are down the turrets switch targets. They also have trouble hitting M3's even when they are standing still.

It kind of sucks to have a field full of shield-less M3's,M4's, and M5's that are still fighting back. I want the turrets to blow their target up before they decide to switch.
Malkuth74
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Post by Malkuth74 »

HI I installed this script and caused a crash in my game. For some reason The wording for my Quick menus was gone, like Jump Drive Best Buy etc.

Then the game crashed....

Why not release the game as SPK file? Only reason I ask because it was so hard to find all the files to delete.

Also why does the x3script file get overwritted. I'm thinking that this is what caused the problems.

SPK would of saved me a whole bunch of time.. And others if they have problems with the Script.
Gawaine
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Post by Gawaine »

Malkuth74 wrote:HI I installed this script and caused a crash in my game. For some reason The wording for my Quick menus was gone, like Jump Drive Best Buy etc.

Then the game crashed....

Why not release the game as SPK file? Only reason I ask because it was so hard to find all the files to delete.

Also why does the x3script file get overwritted. I'm thinking that this is what caused the problems.

SPK would of saved me a whole bunch of time.. And others if they have problems with the Script.
It's very easy to just package it yourself with the mod manager packager program. That's what I do to keep the versions straight, just make a new one for each new version.
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Gazz
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Post by Gazz »

SpenzOT wrote:There is one problem I have found to be very annoying. The turrets will always switch targets before its primary target is destroyed. As soon as the shields are down the turrets switch targets. They also have trouble hitting M3's even when they are standing still.
If you find a way to improve aim on a given target be sure to drop me a line.
It kind of sucks to have a field full of shield-less M3's,M4's, and M5's that are still fighting back. I want the turrets to blow their target up before they decide to switch.
Without flown shiptype, available lasers, target size, speed, course, and target maneuver this "report" contains no useful information at all.

Most likely... works as designed.


Malkuth74 wrote:Why not release the game as SPK file? Only reason I ask because it was so hard to find all the files to delete.
SPK would of saved me a whole bunch of time.. And others if they have problems with the Script.
It wouldn't save me any time to keep updating 2 different versions of the script and my time is quite limited as is.
Besides, on a new installation it's sufficient do delete the setup file.
Also why does the x3script file get overwritted. I'm thinking that this is what caused the problems.
This file is used for displaying scripts in a browser.
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dragonsblade71uk
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Post by dragonsblade71uk »

I can`t seem to download the update. If i click the link I just get a picture of the download icon in a new page.
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Gazz
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Post by Gazz »

There is an icon and a text link - so people can let the browser search for "download".
Both work.

Maybe the forum server was acting up again?
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SpenzOT
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Post by SpenzOT »

Gazz wrote:
It kind of sucks to have a field full of shield-less M3's,M4's, and M5's that are still fighting back. I want the turrets to blow their target up before they decide to switch.
Without flown shiptype, available lasers, target size, speed, course, and target maneuver this "report" contains no useful information at all.

Most likely... works as designed.

Shiptype: Tiger, Centaur, Boreas, Raptor, Condor

Available lasers: PPC, flak artillery array, HEPT, CIG, Ion Shard railguns , PAC, phased repeater gun, Pulsed Beam emitter.

Target Size: M7 to M1

Target maneuver: Anywhere from moving to standing still

The reason I think there is a problem with this is because it doesn't matter what weapon it is, if it takes the shields down it switches targets. Pulsed Beam emitters fire briefly until the shields are down (which doesn't take long for small ships), but a HEPT or Ion shard railgun will just keep firing until it hits the target enough to put the shields down (so a firing time between 1 second for the PBE and 10-20 seconds for the HEPT or other slower weapon).

I think a focus fire command or something similar to 'attack my target' would be good for this (if it is possible). It isn't game-breaking but if you are surrounded by hoards of enemies and your turrets keep switching targets, they almost never die because by the time the turret cycles back to the target again the shields have recharged to a good degree.

I still love the script you made though
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Gazz
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Post by Gazz »

I think what you're seeing is that MARS gives the ship's pilots a chance to bail.

A dumber script would just keep firing while the pilot drones on about how sad he is about leaving his ship to you.
MARS pauses a little when "capping conditions" are met.

You can disable that in the config file...

A double tap of the "Ignore" hotkey also does that but only for this specific ship.
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Grimm Spector
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Post by Grimm Spector »

hey Gazz, not seeing it in your thread here, but I'm wondering when I installed the latest MARS script 3.5, it added a new option for a hotkey to launch a "Stalker" ... what's a Stalker precisely?? :?

EDIT: Is a Stalker the code name for the "heavier" Mk2 and Keris drones??

Also it'd be really cool if you could add a functionality in MARS for NPC and player AI controlled ships to resupply on drones to a specific number, one the player can set for their ships, maybe it should require Supply Software Mk I?
Heretic666
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Post by Heretic666 »

Any chance of adding in something to stop the turrets using all the laser energy? Something like less than 10% the turrets stop shooting, or switch to only targetting incoming missiles?
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Gazz
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Post by Gazz »

Grimm Spector wrote:EDIT: Is a Stalker the code name for the "heavier" Mk2 and Keris drones??
Yes. In the end I went with "Goblin Mk2" but missed the hotkey entry.

Also it'd be really cool if you could add a functionality in MARS for NPC and player AI controlled ships to resupply on drones to a specific number, one the player can set for their ships, maybe it should require Supply Software Mk I?
MARS is many thing but not a supply/navigation script of any kind.
My complete script download page. . . . . . I AM THE LAW!
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Grimm Spector
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Post by Grimm Spector »

Gazz wrote:
Grimm Spector wrote:EDIT: Is a Stalker the code name for the "heavier" Mk2 and Keris drones??
Yes. In the end I went with "Goblin Mk2" but missed the hotkey entry.

Also it'd be really cool if you could add a functionality in MARS for NPC and player AI controlled ships to resupply on drones to a specific number, one the player can set for their ships, maybe it should require Supply Software Mk I?
MARS is many thing but not a supply/navigation script of any kind.
Maybe you should look at my other suggestion for a Supply script and see if you can apply your genius to it along with a part for MARS resupply in it? :)
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Gazz
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Post by Gazz »

I'm sorry but my super powers may only be used for good!
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Grimm Spector
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Post by Grimm Spector »

Gazz wrote:I'm sorry but my super powers may only be used for good!
but you want to make the life of a cap ship captain easier :cry: having an actually useful Supply script would be sensible and good not evil! I mean everyone needs fighter drones, especially our crippled STs/UTs !!
Malkuth74
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Post by Malkuth74 »

I tried this again today and even though not actaully used them see them for sale. I have no erors now in game and everything is stable. I packed them as SPK files just in case.

Only question I have is that If I just install these manually now. Will I still be able to uninstall in future if I use the uninstall fuction of Plugin Manager? Files are all the same sooo I would not understand why not... Unless Plugin manager also checks file sizes and dates.
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Gazz
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Post by Gazz »

If you run the uninstall script this should stop all scripts within a minute or so.
Then you can save and delete all the files you want but frankly, deleting the setup file is all that's needed at this point.



Version 3.52 released.

Non-critical bugfix and tuning for turret / goblin missile defense.

Now a MARS equipped TS with 20-30 goblins can probably run a missile frigate out of ammo. =P
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tatakau
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Post by tatakau »

deleted
Last edited by tatakau on Wed, 12. Jun 19, 11:57, edited 1 time in total.

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