I ask, because when I do that the ships stop responding to *any* order, except the protect-target order
[SCRIPT] Anarkis Defense System - v2.65.1 - [2010-08-13]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Termight
- Posts: 42
- Joined: Sun, 10. Dec 06, 22:48

I'm having some trouble with the wings my carrier sends out. If I send a defensive wing to protect a ship and then decide to withdraw that wing back to the carrier before it gets to the target, what should I do? What about once it's at the target? Am I supposed to tell the carrier to dock all ships in both cases?
I ask, because when I do that the ships stop responding to *any* order, except the protect-target order
. If I give them a direct order (ie, not through the carrier) they will switch back and forth between that order and the protect-target order. I end up having to transport into them and use a docking computer to land them - the autopilot won't surrender the ship even when I'm trying to fly it! I read through the manual, but I didn't see anything obvious about this kind of thing. Happens on both my Python and my Shuri.
I ask, because when I do that the ships stop responding to *any* order, except the protect-target order
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Scorp75
- Posts: 11
- Joined: Mon, 21. Dec 09, 03:49
I am having problems with this Mod. (Version 1.7c) It's taken some time to narrow down the issues I was having, here's a link to my Tech Support post:
http://forum.egosoft.com/viewtopic.php? ... 05#3137605
This is the only script I am running, otherwise unmodified and it freezes/locks up with a Windows Vista "Apphang" error. I have to manually close the game with Task manager.
I have not tried piracy but since it locks up on a bailout I'm guessing it will also lockup on change of ownership (through Piracy).
Also, in case I have to abandon this mod, is there a method of recovering my saves which have used this mod? With this MOD removed, I cannot load any save game which made use of this mod.
Any help would be much appreciated, my brother has this working on his system (Win XP) so it's been a little frustrating.
Thanks in advance.
http://forum.egosoft.com/viewtopic.php? ... 05#3137605
This is the only script I am running, otherwise unmodified and it freezes/locks up with a Windows Vista "Apphang" error. I have to manually close the game with Task manager.
I have not tried piracy but since it locks up on a bailout I'm guessing it will also lockup on change of ownership (through Piracy).
Also, in case I have to abandon this mod, is there a method of recovering my saves which have used this mod? With this MOD removed, I cannot load any save game which made use of this mod.
Any help would be much appreciated, my brother has this working on his system (Win XP) so it's been a little frustrating.
Thanks in advance.
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ElminsterAU
- Posts: 11
- Joined: Sun, 12. Aug 07, 04:39

Re: [SCRIPT] Anarkis Defense System (formerly ACC) - v2.10 - [2009-06-10]
It would have been helpful if you had actually documented what slots that are (I'm just trying to put together a document for myself that shows slot/task/textfile assignments for all mods/scripts I plan to install).Serial Kicked wrote:For those who are wondering, this script is compatible with CODEA, as long as you don't use both on the same carrier! Apart from that, it should be compatible with anything that doesn't use the same command slots as ADS.
Looking at 8510-L044.xml, I think it's the following:
Code: Select all
COMMAND_TYPE_GENERAL_30 ......... Serial Kicked - ADS (Homebase Settings)
COMMAND_TYPE_GENERAL_31 ......... Serial Kicked - ADS (Sell my wares...)
COMMAND_TYPE_GENERAL_32 ......... Serial Kicked - ADS (Buy ware for carrier...)
COMMAND_TYPE_GENERAL_33 ......... Serial Kicked - ADS (Send Defensive Wing)
COMMAND_TYPE_GENERAL_34 ......... Serial Kicked - ADS (Attack Wing against...)
COMMAND_TYPE_GENERAL_35 ......... Serial Kicked - ADS (Clear Sector)
COMMAND_TYPE_GENERAL_36 ......... Serial Kicked - ADS (Dock all ships)
COMMAND_TYPE_STATION_31 ......... Serial Kicked - ADS (Setup Defense System)
COMMAND_TYPE_STATION_32 ......... Serial Kicked - ADS (Sector Defense)
COMMAND_TYPE_SHIP_31 ......... Serial Kicked - ADS (Carrier Setup)
COMMAND_TYPE_SHIP_32 ......... Serial Kicked - ADS (Automated Carrier)
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Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46

Sorry i'm not giving too much care to ADS right now, as it's under a full rewrite (ADS will be mandatory for Yaki Armada) and converted to an AL Plugin too.
@ElminsterAU: You're right. And yeah i didn't document the slots, sorry about that.
@Scorp75: ???
@ElminsterAU: You're right. And yeah i didn't document the slots, sorry about that.
@Scorp75: ???
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46

Version 2.50 is out.
This update allows ADS to run on NPC carriers. This is also the minimum required version if you want to enable ADS features on the Yaki Armada plugin.
This update allows ADS to run on NPC carriers. This is also the minimum required version if you want to enable ADS features on the Yaki Armada plugin.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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Armegeddon
- Posts: 393
- Joined: Fri, 26. Dec 03, 13:37

Is it intentional that there is no t file in the 2.50 release?
There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods
Armegeddon's X3 scripts and mods
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Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46

oops it wasn't intended.
Link Fixed !
Link Fixed !
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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paulwheeler
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33

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Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46

I'm not 100% sure, i've tweaked the code a hell lot over the months and thus i don't recall if it fixes the issue or not. Good thing remembering me anyway, i'll check this weekend.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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zhanxj
- Posts: 5
- Joined: Fri, 12. Feb 10, 10:30
I found a problem when I used this script. Please help. A odin with 44 fenrirs is on patrol using automated function. But every time it meets a Q ,it definitely lose a fenrir. I don't see any shield decreasing. System will send me a blank message not like 'your ship xx was killed by xx in xx'. If I send all fenrirs manually to kill Q, it never lose a fenrir. So help,I love this script,I want to use it ,but I can't bear to lose a m3 when carrier simply meets a Q.
Secondly ,the script configs can't be saved? Such as mechanic, I hire 6 mechanics, when I enter the config again, these person are gone. Why?
Thank you very much.
Secondly ,the script configs can't be saved? Such as mechanic, I hire 6 mechanics, when I enter the config again, these person are gone. Why?
Thank you very much.
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Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46

Thanks for the report. I will give it a look this weekend with your carrier/fighter setup. I may have wrecked some parts of the code when altering this script so it can be used by yaki armada.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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paulwheeler
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33

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zhanxj
- Posts: 5
- Joined: Fri, 12. Feb 10, 10:30
I have a suggestion. When I use this script , I think carrier can supply itself with something ,like energy cells. That will be very very good if it can happen automaticlly . You know that X3 is too many things. Can you add this capability for the script? You can assign a transport ship .The transport ship should be smart enough to know what time is the best time to supply , such as no enemy nearby, and no energy cell . At other times , the transport ship should stay in safety place ,Maybe the X3 already has this script ,sorry for that.
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Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46

The main reason with the lack of ADS updates is that i'm waiting for the X3TC patch 2.6. As it will rebalance OOS battle (fighters will be less favored), i will have to rewrite most of the autocarrier AI to counter-balance this. That's why i'm somewhat reluctant to works on it currently.
I'm currently integrating the new defense system for docks and factories and altering the user interface. But i won't do much on the AI 'till the 2.6 release.
I'm currently integrating the new defense system for docks and factories and altering the user interface. But i won't do much on the AI 'till the 2.6 release.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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mpcribeiro
- Posts: 191
- Joined: Wed, 6. Nov 02, 20:31

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Mad_CatMk2
- Posts: 518
- Joined: Sun, 22. Feb 09, 20:13

they're making a 2.6Serial Kicked wrote:The main reason with the lack of ADS updates is that i'm waiting for the X3TC patch 2.6. As it will rebalance OOS battle (fighters will be less favored), i will have to rewrite most of the autocarrier AI to counter-balance this. That's why i'm somewhat reluctant to works on it currently.
I'm currently integrating the new defense system for docks and factories and altering the user interface. But i won't do much on the AI 'till the 2.6 release.
I fly an OWP. What about you?
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miniroot
- Posts: 3
- Joined: Mon, 8. Mar 10, 18:07

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ragamer
- Posts: 523
- Joined: Wed, 6. Nov 02, 20:31

To miniroot:
Something similar also sometimes happens when issuing the "Dock All", the leader of the wing gets the order of attacking the target of one of his teamates, so the entire wing enters in a loop.
I solve BOTH situations by teleporting to the current wing leader and docking him manually in the carrier.
As I'm impatient by nature I'm tweaking some of the ADS code myself (knowing it will be a waste when the new version is released but... If you don't learn from the best scripters... take forever to get some scripting skills
), but as I want to finish 1st my 3 top priority changes (wing compossition based on target speed, wings coordination while fighting and wing leader name highlighting), I left this "bug hunt" for after I hunt the bugs I will trigger for sure for stomping SK code like a Mammoth into a Pottery Shop
... So:
a) If I find it.
b) The solution is small.
c) You are not afraid of editing scripts yourself.
d) And most important, SK don't mind.
I will post a "fix" here... While we wait for the next version of ADS to be released.
Something similar also sometimes happens when issuing the "Dock All", the leader of the wing gets the order of attacking the target of one of his teamates, so the entire wing enters in a loop.
I solve BOTH situations by teleporting to the current wing leader and docking him manually in the carrier.
As I'm impatient by nature I'm tweaking some of the ADS code myself (knowing it will be a waste when the new version is released but... If you don't learn from the best scripters... take forever to get some scripting skills
a) If I find it.
b) The solution is small.
c) You are not afraid of editing scripts yourself.
d) And most important, SK don't mind.
I will post a "fix" here... While we wait for the next version of ADS to be released.
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nazaxprime
- Posts: 11
- Joined: Sat, 16. Dec 06, 07:32

