The best patrol script

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GeoffRender
Posts: 30
Joined: Sat, 7. Feb 04, 10:00
x2

The best patrol script

Post by GeoffRender »

Hi all,

Just got in from work straight on to X2 thouroughly addicted, however on turning on speakers and monitor after leaving the game running all day the first thing I hear is " warning one of your bases is under attack" which repeats incessantly-worse then the wife. Can anyone tell me what is the best patrol script to download. For instance patrol pack 3.0 has anyone tried it and are there any problems I should be aware of or is there a better one I am also using the autotrader MKIII script so are there any conflicts I should be aware of.

Thanks in advance

Happy Trading
UNDEADHERO2
Posts: 87
Joined: Sun, 1. Feb 04, 08:04
x2

Post by UNDEADHERO2 »

I downloaded autopatrol v4 . Having SAME exact problem you have.
Still donno how to use it.
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
x3

Post by Slugworm X »

Hi,

There are no direct conflicts with any of the Xai scripts that have their correct command names on XScripting.

However, one of the ancilliary scripts (the ecells fetcher) conflicts with Xai Trade 1.1a, I think, and Oolons Replacement Best Buys.

I will be releasing a newer version sometime soon (this weekend probably) that includes the new copmmand so there will be no conflicts and slightly modified !ship.signal.capture

I also hope to have the wingmen jump with the main vessel.

Up until now there have been no complaints about the scripts bar the conflict with Xai, which no one knew about anyway, until it was too late.

So far it hasnt crashed the game (to my knowledge).

Also, as I run these scripts, as well as some people out there, if you encounter a problem I am more than willing to help out fixing it.

Cant comment on Auto Patrol 4 as I didnt write that script. No complaints about it as well, so up to you.


One point I will make is that the idea of the script is simple, but they have ended up being quite complex in their hunting and killing of the enemy. So if you do use it, dont be surprised if there is a lot of action at first and then it quietens down, with sporadic jumps / moves to a sector to further main the enemy. They may appear to act errectically, but they do follow a logical method of scanning then attacking! :D Also, if you try to run a script and an incoming message sounds, and the ship just sits there, you probably haven't / can't assign this patrol to this ship, as it has no homebase set.

Any more help you need you can PM me. I dont mind. :)

SlugwormX
GeoffRender
Posts: 30
Joined: Sat, 7. Feb 04, 10:00
x2

Post by GeoffRender »

Many Thanks Slugworm,

I will wait for your new script with wingmen jumping because it would be awesome to be able to jump with M1, M2 in formation.

Have a good weekend.
Canicula
Posts: 5
Joined: Wed, 4. Feb 04, 17:33
x2

Post by Canicula »

I heartily recommend Patrol v3, it enables you to control fixed areas of sectors and make them safer to trade in/through without having to spend hours ordering your patrols about individually. As Slugwormx has stated, the only problems I have faced is the ecell fetcher script which clashes with Xai's Buy/Sell command. Once this is fixed (thanks Slug) it's a doozie and the fact that when your fleet capital ship jumps to attack the ships that are providing CAP for it (under 'Protect ...') dont jump with it but fly through the Gate. While this is not such a problem for ships that carry their own fighters, small patrols with only an M6 as lead ship are left to fight it out alone until their CAP catches up with them.
Slugworm X
Posts: 150
Joined: Mon, 1. Dec 03, 09:15
x3

Post by Slugworm X »

Hi all,

Quick update.

I have now got a simple wingmen jump system working. I initially thought that I could jump all the wingmen without having them have Jump Drives and ECells, but that didn't work. So now I have them all activating my Patrol.jumper script, meaning that they will try to fill up on ecells before jumping.

I am having problems with assigning commands to ships. I can assign any ship a COMMAND_NONE or COMMAND_IDLE, but when i tell the ship to reassign its original command from a command array, it does not indicate in the command menu that it has accepted the new command. It will do the command, but the menu system does not indicate that it is doing it.

Hmmm, have tried around 5 different methods of doing this, but no real joy yet. If anyone has some insights into the workings of Set Command, Set Command Target and Start Ship Command, please, can you give me some pointers on how to get a ship to do and indicate correctly the command given. Getting it to do the command is easy, but indicating I have had mixed results.

Thanks,

SlugwormX
Sc00by
Posts: 304
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Sc00by »

I have Patrol V3 running on my game, but came across a slight problem with mine. When one of my M6 ships hull gets low it is supposed to go to the nearest space dock for repairs. Mine comes up with a message about a loop detected, had over 6000 incoming messages all telling me about this loop.

Now what would be an ideal script for me would be one that you can specify to protect all your property in a given sector. This way you do not go attacking all enemies but only those that attack either one of your ships or stations in the sector selected. If anyone knows of a script that does this, I would be very grateful if you would let me know.

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