[Script]RS.Turret Defence

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SkyLeach
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Post by SkyLeach » Thu, 23. Mar 06, 19:03

My colossus packs 20 AFLAKS, 12 GPPC, 12 BPPC, 12 AHEPT, 12 BHEPT, 12 BPAC and 20 MDs. Your script showed it's stuff last night when I had to jump a dolphin into Ceo's doubt on a dangerous delivery mission paying 520k. The Dolphin, as you know, has no weapons. I instructed my centaur to follow me and hopped into Ceo's. As I expected there were 3-4 wings of pirates hanging about and 2 of them were near the south gate (the one I jumped to). My enemy proximity alarm sounded but I didn't bat an eyelash. The second the warp fuzzies wore off I switched off autopilot and hit the maneuvering thrusters and boost to get me clear of the gate. Sho'nuf secconds later in comes my colossus. The PPCs were installed on all turrets: not the best guns for taking out fast little pirates. Then my speakers ROAR as 20 AFLAKS go off from all guns at once. All but 2 pirates, both falcons, were down instantly. The next volly took care of those. I rolled my dolphin to get a good look around me and make sure the coast was clear. I ordered my colossus to launch all fighters, took a wing as escort for myself and assigned the rest to guard the colossus (hardly necessary but it looked cool). There were still two wings of pirates in the sector withing triplex range and I didn't want to get separated from my escort yet the time restraints on the mission required that I couldn't move as slow as the colossus so I just buggered for the teladiadium foundry with my light escort and let Galactica, colossus class take it's sweet time plodding up to the remaining pirates.

8) [/i]
-SL

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Red Spot
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Post by Red Spot » Fri, 24. Mar 06, 14:27

SkyLeach wrote:My colossus packs....................

so I take it you like it ..... :)


=================
'don'bruce ..


just as you said .. copy the scripts to your X3 'scripts' folder is all you need to do ..

ps; please be a bit more 'relaxed' in the future .. as in no need to send PMs and asking here several times ...;)
(it may take a day or so ... but you'll get your answer ..:D)



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SkyLeach
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Post by SkyLeach » Fri, 24. Mar 06, 17:22

Red Spot wrote:
SkyLeach wrote:My colossus packs....................

so I take it you like it ..... :)


=================
'don'bruce ..


just as you said .. copy the scripts to your X3 'scripts' folder is all you need to do ..

ps; please be a bit more 'relaxed' in the future .. as in no need to send PMs and asking here several times ...;)
(it may take a day or so ... but you'll get your answer ..:D)



G
Yes... but now I have a problem. It's crashing the game. I was having issues with the cockpit mod (I can't disable it now or I can't load my game files). I installed 1.4.1 beta and now your scripts CTD the game anytime a ship with turrets comes within firing range of an enemy.

I'm assuming you will want my savegame file to debug it perhaps? If so, let me know and I'll toss it up on my host.
-SL

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Red Spot
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Post by Red Spot » Fri, 24. Mar 06, 19:21

well thats prob. this ...
BurnIt! wrote:Patch 1.4.1 BETA to fix savegame loading issues

- a crash that appeared under Win98/Win2000 when firing weapons has been resolved
what they mean with resolv is prob. 'aply' ... :D

if you wouldnt have the 1.4.1 "BETA" .. I'd say it *might* be the script ..
but as it is that you have I say that that is the cause of your trouble ...


I can tell you where the problem is ... its the part of the code that tells the turret to fire .. and if that part works in other versions but doesnt in v1.4.1 .. than blame the v1.4.1 patch ... ;)


can you use other turret-commands ..??
as in .. do your turrets fire when running an other script
and can you fire the turrets manually ...??


also note that when you go up a version you should never take it for granted that anything "custom" still works ...



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SkyLeach
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Post by SkyLeach » Fri, 24. Mar 06, 20:01

Red Spot wrote:well thats prob. this ...
BurnIt! wrote:Patch 1.4.1 BETA to fix savegame loading issues

- a crash that appeared under Win98/Win2000 when firing weapons has been resolved
what they mean with resolv is prob. 'aply' ... :D

if you wouldnt have the 1.4.1 "BETA" .. I'd say it *might* be the script ..
but as it is that you have I say that that is the cause of your trouble ...


I can tell you where the problem is ... its the part of the code that tells the turret to fire .. and if that part works in other versions but doesnt in v1.4.1 .. than blame the v1.4.1 patch ... ;)


can you use other turret-commands ..??
as in .. do your turrets fire when running an other script
and can you fire the turrets manually ...??


also note that when you go up a version you should never take it for granted that anything "custom" still works ...



G
I'll have to test this tonight. As it is, the CTDs were happening before the patch to 1.4.1. The loading problem is entirely related to the cockpit mod as far as I can tell.

The problem was that your script was working perfectly well for a while with no problems save some unexplained CTDs while I was afk. I may have made things worse by attempting to figure out what was wrong. The cockpit mod was also installed before the CTD so perhaps that is related.

The trouble is that when I remove the cockpit mod I cannot load my savegame files, so there is no way test your script without that mod being in the game as well.

What a bother. I will of course spend more time attempting to figure this out later this evening.
-SL

ashfox
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Post by ashfox » Sun, 9. Apr 06, 18:41

I think this is a great script and I have downloaded it and started to use it. I have however found a problem that is really annoying. I was cruising around in my M2 and I was attack by several fighters. Sure enough your script worked great and changed the weapons in the turrets to take the fighters out. However suddenly I noticed that I could not move. I could not increase speed or change direction. I was stuck! :( In my ships command menu it said the command: 'standby'. I could not change the command to anything else.

It was working fine before I installed your script so it must be something related to it.

Any help would be appreciated.
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Red Spot
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Post by Red Spot » Sun, 9. Apr 06, 19:22

I can be very simple about that .... something else causing that ...

this only affects the turrets and does nothing with the ships main-command ....

I'm running this on all NPC-ships and my own .. and to put it simply .. if it would run any better I'd try to get money for it ...:D

so if I where you I'd look somewhere else to find the cause of your problem ...



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ashfox
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Post by ashfox » Sun, 9. Apr 06, 19:26

ok
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Red Spot
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Post by Red Spot » Sun, 9. Apr 06, 21:08

Have you by any chance used some custom script and/or the 'move pilot' script where you havent used the script on the M2 itself but had to select the M2 as an argument ..??

as it is there are many scripts out there that tell a ship to do someting without having that script run on the ship itself ..
now this isnt a 'real' problem .. it is however pretty annoying if you want to 'release' the ship and cant remember where the 'control-script' is running ...

(and as it is that I do not work that way .. I know for sure that 'none' of my script cause that kind of behaviour ...)



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ashfox
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Post by ashfox » Sun, 9. Apr 06, 21:45

I dont really know much about scripting. I've got several other scripts installed. These include:

summon assisting ships
race response fleets
anarkis carrier commands
al competitors
RS NPC plugins

I also have the Xtended mod and the EWFX mod installed.

I dont know if any of these would affect anything.
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Red Spot
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Post by Red Spot » Sun, 9. Apr 06, 23:12

just judging by their names and what little I know about some scripts;

-summon assisting ships .. sounds like it *could* cause that behaviour .. as if it wants to 'ready' the ship for combat

-race responce fleets .. afaik the coding isnt always 'object-based' but that doesnt use player-ships (afaik)

-anarkins carrier commands .. very possible the cause of your trouble .. it uses a lot of 'extra tasks' to 'simulate' advanced behaviour .. and such 'advanced behaviour' *could* cause the problems you are experiancing ...

-al competitors / NPC-Plugins .. both do not affect playerships ..(well I know my plugins wont .. and afaik the competitors plugin wont either)

-Extended mod .. afaik nothing 'player-related' .. uses extra tasks .. but as long as they dont run on the players ships I dont see how it could cause it ...


So that leaves 2 script that very well could cause the problems you are experiancing ...

remove those 2 and see if you can recreate the behaviour or if it happens again ...
If not you 'know' it has to be one of those 2 scripts ...
If it still happens ... look further ....;)



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ashfox
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Post by ashfox » Sun, 9. Apr 06, 23:18

ok thanks for your help. I think its the anarkis carrier commands because the problem happened again when I was launching some fighters using that script. I'll uninstall it and see what happens.
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Jakesnake5
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Post by Jakesnake5 » Mon, 1. May 06, 10:22

RS, you asked a rhetorical question 'ever see a m5 with turrets'.

Well, technically, YES.

The M4 Stilleto (from Exodus Mod) is technically (in info window) a M5, with 2 turrets. and 3x as lethat even without USING the turrets. :D
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Red Spot
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Post by Red Spot » Mon, 1. May 06, 13:00

Jakesnake5 wrote:RS, you asked a rhetorical question 'ever see a m5 with turrets'.

Well, technically, YES.

The M4 Stilleto (from Exodus Mod) is technically (in info window) a M5, with 2 turrets. and 3x as lethat even without USING the turrets. :D

well technically you can use it on M5s ..
so technically its makes no diff. ..... :roll: :D

ps; isnt making an M4 an 'ingame M5' technically called cheating ..?? ...:P;)



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Jakesnake5
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Post by Jakesnake5 » Mon, 1. May 06, 17:25

The specs are a M5, its just being labled a M4. Just like the Mothership is labled M0, but is just a big mother TL with a bad attitude. :D
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Deta7
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Post by Deta7 » Mon, 1. May 06, 23:39

ashfox wrote:ok thanks for your help. I think its the anarkis carrier commands because the problem happened again when I was launching some fighters using that script. I'll uninstall it and see what happens.
Hi,

it's most likely the 'summon assisting ships' - I experianced the same problem. Thing is, this script sets a ship with command "none" to "stay" - which will cause the ship to not move when you pilote it. The quick way is to take the ship out of any assistance groups, so it wonÄt lockj when you pilote it.

Have fun

DarthVain
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Post by DarthVain » Tue, 2. May 06, 00:08

Strange, it works fine on my carrier and I have Anarkis carrier commands running as well.
Another one bites the dust!!

DarthVain

ashfox
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Post by ashfox » Tue, 2. May 06, 21:18

meisth wrote:
ashfox wrote:ok thanks for your help. I think its the anarkis carrier commands because the problem happened again when I was launching some fighters using that script. I'll uninstall it and see what happens.
Hi,

it's most likely the 'summon assisting ships' - I experianced the same problem. Thing is, this script sets a ship with command "none" to "stay" - which will cause the ship to not move when you pilote it. The quick way is to take the ship out of any assistance groups, so it wonÄt lockj when you pilote it.

Have fun
Ok. I'll try doing that.

Thanks for your help! :)
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NeverSnake
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Post by NeverSnake » Tue, 13. Jun 06, 04:35

I tried this script.

Loaded up my shiny new Oddyseus with every weapon under the sun: BIREs, BPACs, AHEPTS, Beta and Gamma PPCs, APBEs, BPBEs and all the GPSGs I could find.

Took it into X534, wiped out the two xenon Ks guarding the gates wonderfully so I wandered a little further into the sector.

It wouldn't kill the fighters though, It was spraying the occasional stream of BPAC/AHEPT/PPC fire and the BPBEs occasionally stripped someones shield, however it got very few fighters and I think I saw it fire the PSGs once in the half an hour I was in that exclusively enemy-inhabited xenon sector.

Any suggestions on what was going wrong?

Also, how easy would it be to give it it's own command so I could see how good it is on smaller ships while my oddyseus uses the normal attack enemies command?
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Jakesnake5
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Post by Jakesnake5 » Tue, 13. Jun 06, 06:55

Giving it its own command requires a Turret Command slot and setting a couple flags for the commands so they show up and work.
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