bug-fix;
-Leader tags now will be removed
-when setting a ships designation it will get a small tag in front off its name(Ldr, WM or AMS)
-defensive wings now do stay close to TL homebases
-----------------------------------
(12/29/05)
Updated a pretty dumb slip-up on my behalf ..
and added 'quick-dock' features(when a ship has a Docking Comp it will 'quick-dock at about 3km)
seems launching goes pretty smooth .. but docking large numbers off ships .. .. so quick-docking is back in ..
-----------------------------------
-RS.QFLS- (Quick Fighter Launch System)
This script is intended to make your Carriers real Carriers instead off 'Flying Dockingbays'.
It will take you some time to get things set up, but once set up you'll hardly ever need to do a thing.
This script will not (as its X2-version did) use Quick-dock/-launch features.
It will even hold launching a next wing if the previous wing still has 2 or more fighters docked,
to prevent having only leaders/incomplete wings launched.
Read this carefully if you intend on using the script,
or you might not have a clue off what you all can do with this script and how to do it.
It comes with 7 commands;
-QFLS Defensive Launch (M1/TL)
-QFLS LaunchX (M1)
-QFLS RecallX (M1/TL)
-QFLS FedX (fighter)
-QFLS Settings (M1/TL/Fighter)
-QFLS Set Group (M1/TL)
-QFLS Automated Launch (M1)
-QFLS Defensive Launch
Available on TLs and M1s, requires;
Fight Command Mk1 and 2
Special Command Mk1
a GroupSetting (QFLS Set Group)
This command will when selected launch 2 wings according the GroupSettings.
These 2 wings will stay close to the carrier, attacking anything hostilly that comes within close range off the Carrier.
-QFLS LaunchX
Available on M1s, requires;
same requirements as for QFLS Defensive Launch.
This command will when selected ask for a target and a number.
The target is that what you want killed, the number;
if >0 -> launch [number] wings according the GroupSettings.
if 0 -> tell all currently flying leaders to attack [target].
if <0 -> tell all currently flying leaders off Group [number] to attack [target].
(the number will be represend the group -1 -> 1/-2 -> 2/etc etc up to -9)
-QFLS RecallX
Available on TLs and M1s, requires;
Navigation Command Mk1
This will order flying leaders in the sector off the carrier to return home.
it will ask you for a number;
if >0 -> recall leaders off Group [number] (up to 9)
if 0 -> recall all flying leaders
if <0 -> launch all fighters with a hull damaged for [number] percent. (type -5 and all fighters that have a hull off 95 and lower will undock.)
-QFLS FedX
Available on Fighters, requires;
Trade Command Mk2
Fight Command Mk1
Special Command Mk1
a HomeTL/HomeM1
This command when selected will ask you for 3 things;
-a ware the ship has in its bay
-a station owned by you that trades with that ware
-a number
This ship will resupply your Carrier with [number] off [ware] loaded at [station].
This ship will use its Jumpdrive if it has it and Navigation Command Mk1.
This ship will not try to resupply you if you would be in sectors not connected to the gate-system,
however if it has a Jumpdrive and can make the jump,
it will try to return to the carrier if the carrier would be in one off those sectors.
(This will not 'buy' goods, it will 'load' goods, also keep in mind that this are combat-pilots,
so their behaviour might be different than what you see on trader-pilots ..)
-QFLS Settings
-M1/TL
requires;
nothing.
Once selected this command asks for 6 things;
-a number representing the Group
-a number representing the number off M3s you want in this Group
-a number representing the number off M4s you want in this Group
-a number representing the number off M5s you want in this Group
-a number representing the number off Anti Miss.Scouts you want in this Group
-a number representing the Minimal Hull (when 85 is selected, ship will need a hull off 86 to be used)
You can store 9 (1 to 9) different Groups by selecting the numbers from 1 to 9,
when 0 is selected the 'WingSettings List' will be Printed to the playerlogbook.
when 0 is selected the carrier also sets all docked ships without a homebase to have the carrier as their homebase.
-Fighters
requires;
nothing.
Once selected this command asks for a number;
0 -> reset ship designation
1 -> designate ship to be a leader
2 -> designate ship to be a wingman
3 -> designate ship to be an AM-scout (only on M5s)
Once selected 1 to 3 (giving the ship a designation) it will store
all weapons
all shields
all missiles
Energy Cells
MD Ammo
and use this to deside what the ship should have before being launched.
weapons/shields/ammo/ECells are required items, your ship will try loading them if it doesnt have them,
but will not be used if it doesnt have these items.(so when your ship has 20 BPacs when selecting the command it will only be used if it has those 20 BPacs onboard)
Missiles are considered an extra, and will not be seen as required but will still be loaded if needed/possible.
Do Note;ships will need Fight Command Mk1 and Mk2,
1 Maximum type off shield,
at least 1 laser in order for them to be used/launched,
if they do not have these required wares/upgrades the carrier will set their Homebase to nothing.
This will also be the only reason why their Homebase might be set to nothing,
cause wares could be loaded at the next launchcycle, and minimum hull might be ok on an other Group.
But the equipment will always be required and cant be loaded, so ships without a Homebase are the ones missing equipment.
-QFLS Set Group
Available on TLs and M1s, requires;
nothing.
Once selected the command asks you for a number, this number will represent the Group you want to set.
This requires you to have set up at least 1 GroupSetting with the QFLS Settings Command.
Select 1 to 9 to set that Group, select 0 to print the 'WingSettings List'.
when 0 is selected the carrier also sets all docked ships without a homebase to have the carrier as their homebase.
-QFLS Automated Launch
Available on M1s, requires;
same requirements as for QFLS Defensive Launch.
Your Carrier will try to keep 2 Defensive Wings airborn,
and will send out wings to attack nearby enemies or Big enemies within scannerrange.
When an M2 is found no attack-wings are launched, in this case the carrier will try to laucnh 4 extra defensive wings.
The carrier will after about every 10 minutes recall ships and launch 2 fresh defensive wings.
The carrier will also refresh ships after battle.
Do Note; the minimum amount off wings to have this run more or less on its own is about 10 wings.
Also note that this is not an 'activate and send my carrier into a xenon sector' kinda command,
its intended to make your carrier able to do something else than being a big target when your not baby-sitting it.
I most likelly am forgetting bits and pieces, but you should be able to get the hang off it with this 'bit' off information.
Textfile used; 8606
Textpage used; 8606
Commands used; 257, 258, 259, 460, 1258, 1259 and 1260
get it here;
http://www.geocities.com/g5_11/X3/RS.QFLS.zip
G