[Script] Player Response Fleets 1.0 5/2/06

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elabuschagne
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Post by elabuschagne » Wed, 17. Jan 07, 16:54

Quick quetion:

I've seen many pirates cruising through a sector with nothing responding (sat in sector correctly bound).

Is it a problem with the friend/foe setting? Or will it only jump in the ships if the pirates turn hostile on my assets (the responding ships may then be too late as they rip a freighter apart quite quickly).

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LV
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Post by LV » Wed, 17. Jan 07, 19:40

try your F/F but tbh i can't remember seeing its nearly 7 mths since x3 glowed out from my monitor :|

also PRF is a hack of RRF which means they may ignore the odd ship but like i said, i can't remember
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garrry34
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Post by garrry34 » Wed, 21. Mar 07, 03:52

lv is possible for this script to be made compatible with cycrows advanced jumpdrive/ addon?, the problem is that the ships continue to go for ecells even though they are no longer required?
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LV
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Post by LV » Wed, 21. Mar 07, 10:40

only if you do it yourself, i simply don't have the time for individual requests.

open up the scripts and where it calls the get.energy script comment it out and just add energy cells or whatever you need for the ADVJD script

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Post by garrry34 » Wed, 21. Mar 07, 15:22

cheers buddy
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Schabernack
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Post by Schabernack » Thu, 26. Apr 07, 17:15

garrry34 if you will do the job, there would be another thing which perhaps would fit in.

It is not always needed to help our private jumping armada. To judge that, a small info with the counting and types of foes our armada is heading would be helpfull to know, if ourselves must help out, too.

LV you said it is a hack of the RRF, so are there any known compatible issues?
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Post by LV » Thu, 26. Apr 07, 18:46

Schabernack wrote:
LV you said it is a hack of the RRF, so are there any known compatible issues?
yes, they both work fine together :)
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Schabernack
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Post by Schabernack » Fri, 27. Apr 07, 13:39

I anticipated that as they are both your scripts, but you know :) better ask twice first, thx&solong
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Thraxwhirl
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Post by Thraxwhirl » Tue, 8. May 07, 07:49

LV, can I clarify something?

Forgive me if I'm being dim, but which of your ships will jump?

What I mean is, if I've set up my sats and attached them to the network... and then a Kha'ak enters a system with a sat in it, will ALL my Carriers, M2s and M6s jump in to that sector(and deploy fighters)... or is it a case that I buy and install the QRF software just for individual Carriers, M2s and M6s, and then only those with the software will jump?

I'm seriously hoping it's the latter, or the game lag will be chronic if suddenly 4 or 5 carriers jump into my system, deploy say, 50 fighters each, and all begin firing. :o

Can you set me straight on this?

Sorry if I appear dense, but I'd just like that cleared up before I buy it.

Thanks.

Adam.

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Post by LV » Tue, 8. May 07, 12:35

There is a check so that if the jumper finds 2+ big ships of yours already in there it should not jump but in practice 4-5 will jump at the same time so without making the checks longer (ships jump in to late and the caller is dead from what happened with RRF) thats what you'll get
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xxbluedragonxx
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Post by xxbluedragonxx » Sun, 2. Sep 07, 00:40

Hello, I'd just like to check something. Does this work only with the satellites or can the player fleet respond if any player owned ship gets into trouble?

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Post by LV » Sun, 2. Sep 07, 14:59

it's designed to work with sats as most sub M6 class ships are dead in seconds oos, it should from memory support PRF response ships that are attacked though

khaine2
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Post by khaine2 » Tue, 25. Sep 07, 14:39

Is deploying fighters after jump limited to carriers?
I have M7 Hyperion with two eclipse on board and Ive never has seen them being lunched...

And another question...
When there is alert from sat I am getting massage like this: "Emergency signal from" and there isn't any location written. Is it a bug?

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LV
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Post by LV » Wed, 26. Sep 07, 13:07

M7's did not exist when i wrote this, i'll try to update next time i'm scripting.

As far as the message, from memory it just says that so you know something is being attacked and I didn;t have the willpower to write a library lookup script for each and every sector.

kitosh
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Post by kitosh » Fri, 28. Mar 08, 06:16

LV wrote:only if you do it yourself, i simply don't have the time for individual requests.

open up the scripts and where it calls the get.energy script comment it out and just add energy cells or whatever you need for the ADVJD script

hii, your script rock, its not just individuals , quite a number of peeps here wanted to incorporate the use of advanced jumpdrive into QRF .

Although i really wanted & tried to do it myself, but i really don't have a clue on how to go about it, i am really a scripting idiot. So if possible, can u please find time to add this function ? Or at least explain how to edit the scripts in a more detailed way ? It will definitely help noobs like me .

thanks

Deathwalker1701
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Post by Deathwalker1701 » Fri, 28. Mar 08, 21:04

Dose this work with X-tended mod?

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kotekzot
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Post by kotekzot » Fri, 30. May 08, 21:22

i've been thinking of a script like this for a while, and it turns out you've made it already. great work, although some things don't make sense to me. why would one need a special network if your ships can get information from any other owned objects? i would think that, say, doubling a ship's usual patrol salary would suffice, maybe installing some special software that allows the pilot to easily monitor enemy activity. another thing would be more automation - say, have capships use their escorts to ferry energy cells and attempt to jump over an enemy sector if it's in the way.

adach00
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Post by adach00 » Thu, 14. Aug 08, 06:38

I had a problem of Player Response Fleet when I tried to detach the sattelite.
I ran both scripts of Player Response Fleet and Race Response Fleet.
After detaching the satellite, X3 freezed several minutes later.
I tried several ways such as reinstalling the scripts and so on but this cannot be solved.
I read the post of a sort of "this is a hack of Race Response Fleet", I though this is caused by a sort of interference of the two scripts.
Then I disabled Race Response Fleet in the AL menu because Player Response Fleet has no options in the AL menu.
After getting the incoming messages of disabling Race Response Fleet and selecting "understand", I became to reassign the sattelite freely.
This may be an exceptional case because I run many scripts simultaneously.

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DevilDog_016
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Post by DevilDog_016 » Wed, 11. Nov 09, 04:51

Wow LV, this thing sure sounds like it's rockin' :D
I have a few questions, though...
1) I see you mentioned 12k there. That's 12k per sat?
2) The billing thing... it's a recurring bill? Not one-time.
3) How much would linking an M3 to the network cost, as opposed to an M6 or let's say an M2?

That's all. G'night, I'm tired and I should really go to sleep now...
Yo dawg, I heard you like plasma, so we put HEPTs in yo HEPTs so you can blast foos while you blast foos!

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LV
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Post by LV » Wed, 11. Nov 09, 21:30

as i wrote this script 3 1/2 years ago the answer is simple

Can't remember :)
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

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