[SCRIPT] Scout for Enemies

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moggy2
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[SCRIPT] Scout for Enemies

Post by moggy2 » Fri, 1. Sep 06, 03:42

Download: http://www.xai-corp.net/project/XaiCorp-SE
Author: Xai Corporaiton
Description:
use M5's to search for red dots
  • [Download] - [Report Bug] - [Request Feature]

    Use the M5 scouts for what they were designed for. This provides one command for M5 ships only that sends them off to look for enemy ships.

    You specify the sector and position to start looking form and they wander around the sector looking for red dots on the scanner. When an enemy ship is detected they report back to you. Then follow the enemy ship, keeping it on the edge of their scanners, so you can find it easily when you look. They'll also contact you if the enemy notices them.
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Text file: 7258
Text page: 7258, 7231
Command Slot: FIGHT_30

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Mobuj
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Post by Mobuj » Fri, 1. Sep 06, 09:26

Finally!

Feature Request. Multi sector patrols.
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Holeoe
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Post by Holeoe » Fri, 1. Sep 06, 15:22

sounds good, I'm not using scripts yet as I want the story to work properly. But I will use this.

Hieronymos
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Post by Hieronymos » Tue, 10. Oct 06, 01:10

Very cool. One scout per sector is a small price to pay for situational security awareness...

But 3 questions:
1) Does a scout so programmed interface with NavSats present in sector? As in, if enemy first appears within scanner range of a friendly navsat, will scout then directly tail said enemy?

2) How far out from sector center is scouts search radius (and can it be set)??

3) Scout can then use NOS to stay clear of baddies if she's chased?

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moggy2
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Post by moggy2 » Tue, 10. Oct 06, 02:26

1, no but not a bad idea

2, it just moves randomly about the sector. You can specify where to start the search but that's it.

3, it keeps the enemy on the edge of it's scanners. If it thinks it's been detected it will run away from the enemy. It's a simpler avoidance routine than the NOS but pretty effective. There should be no need to use NOS as well.

Hieronymos
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Post by Hieronymos » Tue, 10. Oct 06, 03:34

How far out in km. from sector center will they go? ...if they wander too far (100 km, 200km.) from center in most sectors their utility will be nil...

Maybe you could add something from your Xai Explorer script, such that when assigning scout to patrol, you'll be prompted with request for x and y limits for search zone.

Just a thought.

xalien
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Post by xalien » Wed, 22. Nov 06, 09:42

I don't get it. It was working fine when I installed and run it a while ago, but now I can't find a scout command. The ship has nav/combat/special and even explorer software but I don't see a scout command anywhere :?

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moggy2
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Post by moggy2 » Wed, 22. Nov 06, 16:46

iirc it just needs to be an M5

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Mobuj
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Post by Mobuj » Thu, 23. Nov 06, 04:44

xalien

If your running it on the Argon M5, then it won't work. X3 considers it an M4? Took me a few days to realize that.
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max274bm
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Post by max274bm » Wed, 24. Oct 07, 18:08

Just one problem with this script is that when I am OOS the scout dosen't move very much. In sector it flys all over the place.
Any way to fix this?

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moggy2
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Post by moggy2 » Wed, 24. Oct 07, 18:26

I should really release the new version that fixes that.

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max274bm
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Post by max274bm » Wed, 24. Oct 07, 18:37

Ha ha ha .................... never mind :D Look forward to it Moggy

Thanks

jlehtone
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Post by jlehtone » Thu, 25. Oct 07, 06:41

Not moving OOS, doesn't that behave like SEWN? Stays where you put it, and barks at red dots. That sounds like a feature that relates to the question "how far it goes?".
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