[SCRIPT] Dedicated Assistant Drones (DAD) V4.7 [03.05.2009]

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Vayde
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Post by Vayde »

It's a shame the hotfix did not work for you. I think your problem might lie with the EMP. Deadly has incorporated each new version of EMP into the DDTC mod to make sure it stays compatible.

I hope you can get a fix working as the DAD system really does add some excellent features to the game.
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Alexfighter
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Post by Alexfighter »

It will probably won't work if you already had the savegame with the old mod thingies. Try starting a new game then installing the mod, and see if in that new game things are ok.

Also, if you're using Cycrows plugin manager lite, you shouldn't be using EMP-X, as the plugin manager enables its own EMP and this causes this king of trouble.
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Jaga_Telesin
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Post by Jaga_Telesin »

Didn't know about EMP-X Alex, thank you for the tip. Will try again with this savegame and see what happens. Wares in stations appear to be fine after removal of EMP-X.
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Jaga_Telesin
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Post by Jaga_Telesin »

Wish I had good news, but I don't. Every attempt to use the mod (with or without EMP-X) fails. I even tried using the DDTC fix, and the fix posted a couple pages back specifically for EMP-X. Nothing seems to work.

Blown several hours on this now, so going to give up until someone can cobble together a package that does work with the latest Plugin Mgr Lite. :) Thanks for the tries though..
Sk_2013
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Post by Sk_2013 »

I would like permission to take over this mod until the return of pelador. 1 moment please, I need to chase down a few moderators.
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Sk_2013
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Post by Sk_2013 »

Ok, just got it from pelador himself, I'm good to go. Starting with updating for 2.7.1.
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Logain Abler
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Post by Logain Abler »

Sk_2013 wrote:Ok, just got it from pelador himself, I'm good to go. Starting with updating for 2.7.1.
Great news
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Idea
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Post by Idea »

Sk_2013 wrote:Ok, just got it from pelador himself, I'm good to go. Starting with updating for 2.7.1.
That is great.

As you my notice Pelador had worked with DDTC team regard DAD drones.

I also worked with him in atempt to provide new drones model for most of the different types of drones.

If you need any kind of assistance or input I will be glad to help.

Cheers
Sk_2013
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Post by Sk_2013 »

As of now I am working with Logain Abler for a sort of a Cruise drone- Long range drone, launched across the sector, and pretty fast. Shielded. Then at point blank range, it fires a single (unique, unfireable by ships) missile that is extremely powerful and fast. From 70m. The point is that it prevents the instant shootdown of missiles.

Thoughts?

And chances are, I will need the help.
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Idea
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Post by Idea »

Great to see you guys join together to make this script working again.
Vayde
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Post by Vayde »

Interesting idea about the missile launch drone. Did you ever watch the old 70's TV show called UFO?
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Jaga_Telesin
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Post by Jaga_Telesin »

Perhaps before you guys go and add new things to the package, you could make the last version of it usable with the latest patch of X3:TC.

In my opinion, drones have jobs. They are programmed couriers and workers without a lot of tactical impact. The only time they do have it is when a piece of software is controlling them (like with the MARS package). I don't think I would like to see some uber drone-missile-delivery-system that can't be shot down. It would be an "I win" type of scenario, and probably only usable by the player. Very hard not to overpower.

Just my .02
Sk_2013
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Post by Sk_2013 »

That's my primary goal right now. Actually, sorry if it didn't seem that way. the Cruise drones are a side project.

The main point with the missiles is range and the fact that you stand less of a chance of blowing yourself up as an M7M. I've been firing Tomahawks and Hammerheads too many times and blew myself up.
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Gazz
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Post by Gazz »

There's the Missile Safety script if that's the real reason.

ES missile defense turrets would often not target a non-hostile drone, so it wouldn't exist for the ship until it's so close, that the MD script would not even finish it's wait and start looking for a missile before the impact.
You might as well turn off collision detection for the missile until it's inside the target.
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Sk_2013
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Post by Sk_2013 »

Grr. No luck. I've been seaching through all pelador's files, and while changing the Twares file is easy as pie, I'm finding no referances in any of the scripts. Or anything that mentions a ware whatsoever.

I think the download terminated early...
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BlackShark2
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Post by BlackShark2 »

soooo, any progress?
Sk_2013
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Post by Sk_2013 »

Peace through superior firepower.
redwards
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Post by redwards »

Between the last few pages of this thread and Sk_2013's brief thread, I'm confused as to the status of this script, I'm hoping someone can clear it up for me. (I don't mind testing it myself, I just don't want to load it into my game, have it appear to be working, and then realize something is broken two weeks later and have to back all the way out)

1. Does the script work in X3TC 3.1?

2. Presuming it does not, is the problem strictly with the naming of various wares, or is it more fundamentally broken? I'm pretty sure ware names can be manually fixed via the in-game script editor.

The script looks fantastic. If it's truly just a few bugs, I'm not above trying to fix it myself. I've got several years professional software development experience, but I've never worked on an X3 script and I don't have an abundance of free time at the moment.
Vayde
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Post by Vayde »

This collection of Drone scripts can be seen fully functioning in the DDTC mod. We merged this fantastic piece of work with ours aeons ago and Deadlyda has updated the scripts with each new patch released.

Drone Tech and all of it's required support infrastructure including a new economy tree/branch are available.

It may be worth you taking a look at how we do it to further your attempts to make it a functioning stand alone mod.

If I can be of any help please let me know.
Still life in the old dog yet...
wolvern
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Post by wolvern »

one massive problem with having these massive amounts of EXTRA drones is clear, there are way too many.

Have a single multi purpose drone for each field? no extras needed?

that'd make like what 5 drones total that can be re-designated for different purpose?

You need all these extra parts to build them anyway, so why not make a single drone and have it manipulated for desire instead of having 20 extra drones on market?

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