Marks_Patrol_And_Wingman_Commands_V3 now available

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marklaverty
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Marks_Patrol_And_Wingman_Commands_V3 now available

Post by marklaverty »

Marks_Patrol_And_Wingman_Commands_V3 has been uploaded to http://www.x2source.com

Readme file below..... enjoy :D



Introduction:

Hi,

I hope you find these commands usefull, I certainly have. Included are commands that let you set up formations of ships, patrols, and even assign ships to missile defence of another ships.

The scope for these commands is almost endless. I personally set up and use multiple fighter patrols to keep lots of sectors 'khaak free'(assign 1 ship a patrol command and assign others as 'wingmen' to that ship). I have also set up fighter wings that live on my m1 carrier. All I then need to do is give orders to each 'lead' ship.


Improvements over older versions :-

The target aquisition for the patrol commands has been improved, wingmen will now follow a lead ship using thier jump drives if possible (eg they have one and have enough energy for the jump). The patrol commands are now more flexible.



Installation:-

1) Copy the files in the 'scripts' folder to the 'scripts' folder in your X2 program directory.
2) Copy the file in the 'T' folder into the 'T' folder in your X2 program directory.


Upgrading from an earlier version :-

1) Go into the command console of every ship that is running one of the commands from the earlier version and select 'none' as it's command, save the game.
2) Delete all the scripts begining with marks.patrol.xxxxx from you X2 scripts directory.
3) Copy the files in the 'scripts' folder to the 'scripts' folder in your X2 program directory, overwriting any that are already there.
4) Copy the file in the 'T' folder into the 'T' folder in your X2 program directory overwriting the one that is already there.
5) Open up your saved game and re-set up your patrols/wingmen


Instructions :-


This package will give you 5 new commands on the command menu of any ship with "fight command software v2" installed, these are

1) Assign As Wingman
2) Assign As Wingman *missile defence*
3) Patrol a sector
4) Patrol 3 sectors
5) Patrol 6 sectors



1) Assign As Wingman :-

lets you assign one of your ships as a wingman to another ship beloning to you. The wingman will follow the 'lead' ship, Staying with it but checking all the time to see if the 'lead' ship has tergeted anything. If it has the wingman will also attack that target, reverting back to following when the target is destroyed.

Run this command from the command menu of the ship you want to assign as a wingman, and then choose the ship to assign it to.

Features..

*No limit to the number of wingmen assigned to a ship
*Wingmen set the same missile fire probability as the lead ship.
*If the lead ship 'jumps' more than a sector away the wingman will follow with it's jumpdrive if possible (eg, if it has one and if it has enough energy).
*They make cracking wingmen for your own personel ship, as well as part of a patrol.


2) Assign As Wingman *missile defence*

Similar to the above, but the wingman constantly follows the lead ship, buzzing around scanning for incoming missiles aiming at the 'lead' ship. If it detects one, It'll shoot it down. Works best with an m5 as the as they have the speed and manuverability to pull of most intercepts.

Run this command from the command menu of the ship you want to assign as a wingman, and then choose the ship to assign it to.

Great for protecting your shiny new capital ship from Hornet missiles.


3) Patrol a sector

Run this command from the command menu of the ship you want to do the patroling. Choose 4 points in space in a sector using the numberpad arrow keys and numberpad 'enter' key, and then the 3 races that will be attacked on site.

Your ship will now patrol round the four points in space you entered, attacking any ships belonging to any of the 3 races you chose that enter the sector.

You can choose a race more than once (say, if you were only interested in Khaak). You can also use the 'Assign as Wingman' to build up a patrol of several ships. Make sure the 'lead' ship (the one doing the patroling) is at least a fully loaded M3.


4) Patrol 3 sectors

Works just like the above, but instead of patroling 4 points in space chosen by you, the ship will patrol 3 sectors chosen by you.

5) Patrol 6 sectors

Works just like the above, but instead of patroling 3 sectors chosen by you, the ship will patrol 6 sectors chosen by you.


Feature to come in the next version...

In the next version you'll be able to set up formations of ships and dock them at your carrier/station like you can now, but you'll then be able to issue a command to the leader through the command menus called "re-supply fighter wing". This will load onto each ship in the fighter wing the quantity of the ware that you choose from the factory/station/carrier they are docked at.

They'll also be a bombing run command where you can load up yuor fighter wing with missiles, give the leader a bombing run command and the entire fighter wing will engage the target, launching all its missiles then return to base.


Thanks to Mirador for your sugestions about the jump drive, bloody good idea :-)
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marklaverty
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Post by marklaverty »

I just found a bug that's being fixed now. If you assign a wingman to your own ship and it's not an enemy ship the infinate loop detection kicks in.

V3.1 will be out in a few hours, pleasse use it instead of v3.0

thanks
mark
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Howlingmad
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Post by Howlingmad »

A marvelous script. :D :D :D

Can't wait for the added features mentioned above. :D

This is the script that you must have if you are going to use squadrons. :D
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Tudders
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Post by Tudders »

i'm having a problem with this script, is it me or a bug?

when i try to assign a nova as a wingman to a centuar i get a message about an infinite loop and the command being cancelled, have i downloaded the 3.0 instead of the 3.1? i got the download from the link provided.
marklaverty
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Post by marklaverty »

A marvelous script.

Can't wait for the added features mentioned above.

This is the script that you must have if you are going to use squadrons.
Cheers,

The ultimate aim as well as to making it possible to create complete fighter wings and send them on patrols ( <- already done ) is to
make m1's and other fighter carrying ships/stations ALOT more usefull.

At the moment an m1 is about as usefull as a flying lump of toffe :roll:

So much for m1's being created as a counter to a Xenon super ship...

I'm also writing a custom attack script that will make ships 'bug out' for a while if thier shileds get to low before re-engaging. So far in testing it also seems to help concentrate thier fire too, increasing the ammount of time firing at a target with good results, eg.. destroying it quicker :D

It, the bombing run command, and the re-supply fighter wing command will be in version 4.

May then submit the scripts for signed status ....
i'm having a problem with this script, is it me or a bug?

when i try to assign a nova as a wingman to a centuar i get a message about an infinite loop and the command being cancelled, have i downloaded the 3.0 instead of the 3.1? i got the download from the link provided.
hi,

Definately download version 3.1 and install it as per the 'upgrade' instructions in the readme. That will fix your problem.

If not let me know and I'll investigate further :D
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marvinace
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Post by marvinace »

Just been having a read and i hope this is just the script im looking for!

I've built up an invasion fleet to take on the Xeon and anybody else i decide to take a disliking to but its a little tedious setting the homebase etc for over 200 mambas and trying to control them exactly the way you want through the basic command scripts. Im off home to try it out!


Many thanks

Marv
marklaverty
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Post by marklaverty »

cool :)

haven't done any testing on that scale but it should work fine. :?

Choose a ship to be a formation leader and give it a suitable name, eg. 'red leader' (aka starwars style), then assign wingment to it (and rename them red 1, red 2, red 3 etc.) . About 10 ships per formation is an awsome sight when you see them going at a target together :D :D

Just give the commands you want to the lead ship and all the wingmen will do the same (eg, dock at the same place, attack the same things, set the same missile fire probability).

You could also give the leader one of the patrol commands and he and his wingmen will go off on patrol.
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Howlingmad
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Post by Howlingmad »

When will version 4 be ready?
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marklaverty
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Post by marklaverty »

I've got the 'Resupply fighghter wing' command 50% done, and the custom attack script is also 50% done (the basic mechanics work for both, but just need testing and tweaking, especialy the attack script).

I haven't started the bombing run command yet, but that'll just be a modified version of the attack script so won't take long.

At a guess allowing time for testing I'd say a couple of weeks max. :D
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JustHere4Coffee
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Post by JustHere4Coffee »

suggestion for attack script:

make sure your wingmen keep checking to see their attacking an enemy ship - if you're using them to assist/safeguard your own ship, and you make a capture, it'd be a shame for them to then blow it away...
marklaverty
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Post by marklaverty »

Will do, they currently check roughly every 2 seconds. :D
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marklaverty
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Post by marklaverty »

BTW. version 3.1 is now available at http://www.x2source.com.

it works beautifully and has completely fixed the problem in v3.0.
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marvinace
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Post by marvinace »

im a little confused!!!! :cry: the instructions say put the scripts in the scripts folder into the scripts folder :lol: and the ts in the ts folder in to ts folder (SORRY :D )

When i open the zip for 3.1.... there were no folders? help! did i dowload the wrong thing?

A note on the battle goup - 1 Argon Carrier with 80 Mambas
2 Teladi Carriers with 60 Mambas each, 3 Split Pythons, 3 Argon Destroyers. All carriers and destroyers guarded by 3 corvets and 4 extra argon novas...... took a while to build!! about to jump to "Unknow Sector" to have a little look round before going to main xeon sectors!! :D :D

Cheers

Marv
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JustHere4Coffee
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Post by JustHere4Coffee »

did you have "use folder paths" turned off in winzip?

still, even if the folders aren't created when you unzip it, it's not like you can't work out which files go where, is it? the ones with names are scripts, the one with a 6-digit number is the "t" file
HARD_Sarge
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Post by HARD_Sarge »

DL'ed and installed it, looks like it is working

I new at this, so had to go out and buy some fighters to try it with

think I may of made a mistake, why were the dealers laffing at me when I left the shipyard ?

bought a Pericles, a Buzzard and 3 Harriers (LOL, them guys would make good car salemen, no tires or steering wheels)

they will join the last of my Capped ships, a Mandalay (think I lost a M4 and 2 M5's when I took off from a base and then went to plot my course and all 3 flew into me ???)

thanks for the work, looks like what I was wanting to see

HARD_Sarge
Howlingmad
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Post by Howlingmad »

marklaverty wrote:I've got the 'Resupply fighghter wing' command 50% done, and the custom attack script is also 50% done (the basic mechanics work for both, but just need testing and tweaking, especialy the attack script).

I haven't started the bombing run command yet, but that'll just be a modified version of the attack script so won't take long.

At a guess allowing time for testing I'd say a couple of weeks max. :D
Great news!!! :D
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The Jopp
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Post by The Jopp »

I'll confess that i havent tried any scripts yet but this is tempting, I do on the other hand have some ideas to the script that already seems very good.

I'm planning on getting a wing of multiple M6 as sector defense, lets say a group of 3 fast ones and their complement of M5 in their docking bays. Here's the script I'd like to see.

One of the M6 is the Wing Leader as per your script and the other two M6 are wingmen.

That's the main idea, here's the add-on. Each M5 should be able to be given the command to launch when they decide to attack an enemy as an extra fire support to the M6, especially as missile carriers. Each M5 would be a wingman to its parent M6. This, i think, would need a specific command like "Launch if enemy within X kilometers" or perhaps "When target is decided, launch and attack"

Is this possible? This would give the opportunity to create fighter wings that deploy when the course of action is decided instead of tagging along outside.
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JustHere4Coffee
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Post by JustHere4Coffee »

if you set the m5s up as "defend" from the standard menu, that would work anyway...

what would be cool though is having them pop out in mark's "missile defence" mode?
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RJV
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Post by RJV »

Hi,

Never used a script, never even downloaded one, but if Wingman Missile Defence works like I think/hope/expect it will, then I may be playing a modded game from now on. Just might save my a$$ from time to time. (and if the time between checking to see if the target ship has been captured could be reduced a tad, so much the better, two seconds is a long time in the combat zone! )

Cheers.
marvinace
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Post by marvinace »

:oops: The 6 digit numbers are the t files!! That explains a lot!! :lol: I just put the whole lot in the scripts folder and nothing happend!! mm i wonder why!


Just had 2 destroyers and a carrier blown to bits by the Xneon.... im not very happy!! :evil: :cry:

Thanks


Marv

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