[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06
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I read that earlier in the thread (about the 5 ships), but the script seems to work great with my TL and only 2 fighters docked. It would be nice to be able to launch my M4 from the Hyp and call them back easily. While it's for the carriers, the script would work well in many situations.
UPDATE:
After a TON of trial and error, I was able to get it working Thanks for the reply. My main problem was the M7 class needed to be called as an M2. If anyone wants a copy let me know.
UPDATE:
After a TON of trial and error, I was able to get it working Thanks for the reply. My main problem was the M7 class needed to be called as an M2. If anyone wants a copy let me know.
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On another thread someone asked what class of ship can do one/multi sector patrol and was answered correctly m6 and above. But, and I'm sorry if anyone mentioned this already, I think that in v1.41 of this beautiful script came a file called setup.zaddons.patrols.xml witch adds patrol commands to m3, m4 and m5 with FCS MkII. If anyone can confirm that it true, maybe that is the difference between 1.40 and 1.41?
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OK, I seem to have run into, well, into a MAJOR problem.
I have deployed fighters. They fought, they won. Now all but three have returned to the carrier. The three that are there are stuck with no orders - they won't follow any orders I send to them, and even when I try transporting into them, the autopilot will not turn off. Only difference was that it set them to 'idle' rather than 'none' - and they went jetting off in random directions at about 75m/s (these things are xenon LXs, all tuned to ~150m/s normally)
I had to call my personal fighter over and jump out of them!
Never seen this before running this script.
I'm on fully updated x3, running the LV cheat scripts, bonus pack and this
I have deployed fighters. They fought, they won. Now all but three have returned to the carrier. The three that are there are stuck with no orders - they won't follow any orders I send to them, and even when I try transporting into them, the autopilot will not turn off. Only difference was that it set them to 'idle' rather than 'none' - and they went jetting off in random directions at about 75m/s (these things are xenon LXs, all tuned to ~150m/s normally)
I had to call my personal fighter over and jump out of them!
Never seen this before running this script.
I'm on fully updated x3, running the LV cheat scripts, bonus pack and this
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- Joined: Sun, 21. Mar 04, 13:45
Great script here. Just a couple of suggestions that would make it fantastic.
Turret commands currently only effect the first turret. I use M3+ fighters like the eclipse alot which have 2 turrets.
Would be a good idea to check for number of turrets then using a while loop to scan through them
eg
This will catch all turrets on any docked ship so they all do something while in combat
Also I feel that the equip ship command works better if you specifiy the amount of ware each fighter should have on board rather than amount to add.
eg I have 30 Novas with 2 mass drivers each. I want to make sure that before their next combat mission they all have 20 mass driver ammos and 20 mosquito units as standard. This gives the fleet a more organised approach to re arming.
I've had a play and it works quite nicely that way with a little extra code.
I've also added an argument to ask what class of ship to upgrade. I only want my M4 and M3s to have ammo not my M5s etc.
All in all a brilliant job though. It's become one of my most used addons while organising my fleet movements.
Edit...
Another handy addition that I put in is to have the option screens popping up without having to exit out of the whole command screen then going into player messages.
I've done this by adding
to the t file then in
pops the message direct to the front
Turret commands currently only effect the first turret. I use M3+ fighters like the eclipse alot which have 2 turrets.
Would be a good idea to check for number of turrets then using a while loop to scan through them
eg
Code: Select all
while $nb
dec $nb
$ship = $shiparray[$nb]
$turret.count = $ship -> get number of turrets
if $turretorder == 0
while $turret.count
$ship -> start task 1 with script '!turret.missiledefense.std' and prio 0: arg1=$turret.count arg2=null arg3=null arg4=null arg5=null
dec $turret.count
end
else if and so on and so forth
Also I feel that the equip ship command works better if you specifiy the amount of ware each fighter should have on board rather than amount to add.
eg I have 30 Novas with 2 mass drivers each. I want to make sure that before their next combat mission they all have 20 mass driver ammos and 20 mosquito units as standard. This gives the fleet a more organised approach to re arming.
I've had a play and it works quite nicely that way with a little extra code.
I've also added an argument to ask what class of ship to upgrade. I only want my M4 and M3s to have ammo not my M5s etc.
All in all a brilliant job though. It's become one of my most used addons while organising my fleet movements.
Edit...
Another handy addition that I put in is to have the option screens popping up without having to exit out of the whole command screen then going into player messages.
I've done this by adding
Code: Select all
<t id="1">[center]Welcome to [b]Anarkis Carrier Commands[/b] main menu\n</t>
- anarkis.cmd.carrier.tactics
anarkis.cmd.set.homebase
Code: Select all
$welcome = sprintf: padeid="8510" textid="1", null, null, null, null,null
@ wait 30 ms
send incoming message $welcome to player: display it=TRUE
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- Posts: 33
- Joined: Thu, 31. Jul 08, 20:54
Here's something:
I'm using the XTM mod, and have run into some issues using the ACC script on several ships.
For some time I was using an Odin (Terran carrier ship) as my flagship, and ACC works fine on that. But when I try using ACC to set any other ship with a fighter bay as a fighter homebase, the game freezes and I have to CAD.
Scripts:
Anarkis Carrier Commands :: Anarkis Federation :: Yes :: 1.41 :: 04/11/2006
Asteroid Relocator :: Nividium :: Yes :: 1.00 :: 10/10/2007
Asteroid creator :: Fud :: Yes :: 1.2 :: 23/07/2006
BBS Project 2 :: moot :: Yes :: 2.5 :: 06/05/2008
Bail Signal Extension :: voxol/xfir01 :: Yes :: 2.1 :: 18/08/2007
Factory Complex Constructor :: Dusty :: Yes :: 3.21 :: 22/09/2007
LV's Cheats :: LV :: Yes :: 1.4 :: 15/09/2007
Xtended Mod Scripts :: The Xtended Team :: Yes :: 0.7.3 :: 03/09/2007
I'm using the XTM mod, and have run into some issues using the ACC script on several ships.
For some time I was using an Odin (Terran carrier ship) as my flagship, and ACC works fine on that. But when I try using ACC to set any other ship with a fighter bay as a fighter homebase, the game freezes and I have to CAD.
Scripts:
Anarkis Carrier Commands :: Anarkis Federation :: Yes :: 1.41 :: 04/11/2006
Asteroid Relocator :: Nividium :: Yes :: 1.00 :: 10/10/2007
Asteroid creator :: Fud :: Yes :: 1.2 :: 23/07/2006
BBS Project 2 :: moot :: Yes :: 2.5 :: 06/05/2008
Bail Signal Extension :: voxol/xfir01 :: Yes :: 2.1 :: 18/08/2007
Factory Complex Constructor :: Dusty :: Yes :: 3.21 :: 22/09/2007
LV's Cheats :: LV :: Yes :: 1.4 :: 15/09/2007
Xtended Mod Scripts :: The Xtended Team :: Yes :: 0.7.3 :: 03/09/2007
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- Joined: Thu, 31. Jul 08, 20:54
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Constant messages
Is there any way to disable the constant stream of messages "You don't have enough ships in SHIPNAME for this command.
I've got 10 TLs automated in sectors with 6 to 14 Eclipses in. I'm getting 10 messages a minute from them as they chase enemies.
Greta script tho'. I also use this with Cycrows mercenary script and call the TLs in to sector to do the jobs for me as I watch from a distance. Beautiful, man.
I've got 10 TLs automated in sectors with 6 to 14 Eclipses in. I'm getting 10 messages a minute from them as they chase enemies.
Greta script tho'. I also use this with Cycrows mercenary script and call the TLs in to sector to do the jobs for me as I watch from a distance. Beautiful, man.
'I Call them my Guns'
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wow so many posts i missed.
The script is no longer updated as I moved to X3 TC. Feel free to make any change you want and publish them, my scripts now beeing "open source" (as long as proper credits are included).
Up to date download links are available on my website
http://anarkisfederation.99k.org
however SPK format ain't supported anymore.
Just unzip the archive in your X3 Reunion folder.
The script is no longer updated as I moved to X3 TC. Feel free to make any change you want and publish them, my scripts now beeing "open source" (as long as proper credits are included).
Up to date download links are available on my website
http://anarkisfederation.99k.org
however SPK format ain't supported anymore.
Just unzip the archive in your X3 Reunion folder.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
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- Posts: 34
- Joined: Thu, 18. Feb 10, 22:57
Hey i just installed your script and i'm liking it, but i cant find the turret commands?
I know you said there had been some issues with these but where 'should' i find them because i'm not sure i'm looking in the right place. Are they supposed to be with the other ones in the carrier 'orders' menue?
Well i guess i could wait a while for a reply seeing as you've moved on to TC, .... can anyone tell me where i'm supposed to find the turret orders?
Thanks!
I know you said there had been some issues with these but where 'should' i find them because i'm not sure i'm looking in the right place. Are they supposed to be with the other ones in the carrier 'orders' menue?
Well i guess i could wait a while for a reply seeing as you've moved on to TC, .... can anyone tell me where i'm supposed to find the turret orders?
Thanks!
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- Posts: 1521
- Joined: Mon, 20. Dec 04, 23:23
erm..........you do realise the 'Turret Commands' are only for your docked ships? Not the carrier itself? You will find it under 'ACC Set Battle Tactics' in the Additional Command slot of your carrier.
Edit: and you would've found that info yourself if you had looked at the 1st post on the 1st page!
Edit: and you would've found that info yourself if you had looked at the 1st post on the 1st page!
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- Joined: Thu, 18. Feb 10, 22:57
Yeah i realise the turret commands are for the docked ships and not the 'carrier' itself. I just couldn't find the commands, but you've told me so thanks ... i'll go have a look.
I read the first few pages of the thread a couple of days ago but i'll be damned if i'm reading all 60 pages. So and thanks again!
edit: eh? Only 26 pages!? LOL
I read the first few pages of the thread a couple of days ago but i'll be damned if i'm reading all 60 pages. So and thanks again!
edit: eh? Only 26 pages!? LOL
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You did'nt have to read each and every page. Just the 1st post on the 1st page. Infact. Here. I'll paste the info I found for you!
ACC: Set Battle Tactics
This command will show a menu to change how the fighters will act in battle. You will be allowed to change how much damage a ship is allowed to take, the missile usage, to change turret orders of the docked ships, and more.
ACC: Set Battle Tactics
This command will show a menu to change how the fighters will act in battle. You will be allowed to change how much damage a ship is allowed to take, the missile usage, to change turret orders of the docked ships, and more.
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