[SCRIPT] x0ne Turret Control System (TCS) 1.02 [UPDATED 31/12/2010]

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gilboa
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Post by gilboa » Mon, 1. Dec 08, 10:45

(----____JEFF____----) wrote:cheat it in and subtract the money from your account? Other wise if your a bit of a scripter you can probably write a small script to add stock to the station, I don't know if you can do that with cheat scripts too.
Which cheat script?

As for subtracting the money, well, I've got ~2BCR in the bank and two shipyards... 9M is child's play.

OT question: Is it possible to build these items? (x0ne, advanced jump drive, etc?)

- Gilboa

(----____JEFF____----)
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Post by (----____JEFF____----) » Mon, 1. Dec 08, 13:40

any cheat script that allows you to script in wares. LV's cheats will do the trick, but there are probably more that can do it. If you don't mind cheating then leave out the money subtraction part, it'll take even less effort that way ;) I just thought I mention it, cause some people around here don't like the idea of scripting in stuff for free.

As for building, I don't know. Maybe if you add them to a factory, that's the only way I could see it happen. That's something your going to have to do on your own, cause I don't think xOne is going to write that for you.

gilboa
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Post by gilboa » Mon, 1. Dec 08, 16:57

OK. Thanks.

gilboa
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Post by gilboa » Sat, 13. Dec 08, 15:54

Ouch. New problem....
Big one.

I'm doing the Valhalla mission (XTM 0.7.5, currently I'm in Omicron Lyrae) and I'm getting hammered by a single K.
The reason being, all my ships are equipped with TCS and they all target the 3 x Xenon Q's (M7, but the game mistakeably marks them as M1's) instead of targeting the K with its array of GPPC... which in turn, reaps my M2's into shreds. (Even though the M2's are ordered to attach the K).
Any idea how I can manually prioritize the TCS to hit the K instead of the relatively harmless Q's?

Thanks,
- Gilboa

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Liath
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xOne still here?

Post by Liath » Fri, 12. Jun 09, 13:34

Hey, is this still being actively developed? Been a long time since I saw an update.
If I seem super-critical lately, it's due to having played X2 and X3, which were awesome games. X:R's release was a hard fail, however there *were* improvements, especially with stations, capitals, and capturing/boarding. X4 right now feels like the best parts of X2/3 and Rebirth all got thrown out the friggin window. I'm honestly hopeful that X4 will turn out awesome, but I'm already hugely disappointed in ES as I have seen them do better and really expect more from them.

x0ne
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Post by x0ne » Thu, 18. Jun 09, 19:41

Depends what your definition of 'actively' is... :roll:

The answer is yes, v2.0 never got released because RL got in the way of me completing it - had a really awful year. I'm currently on v3.0 and making steady progress.

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Liath
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Post by Liath » Sat, 20. Jun 09, 16:43

YaY :D Okay just had to check, since it had been a while. sorry to hear you've been having a rough time at RL. Kinda in the same boat. Hope things work out for ya.
If I seem super-critical lately, it's due to having played X2 and X3, which were awesome games. X:R's release was a hard fail, however there *were* improvements, especially with stations, capitals, and capturing/boarding. X4 right now feels like the best parts of X2/3 and Rebirth all got thrown out the friggin window. I'm honestly hopeful that X4 will turn out awesome, but I'm already hugely disappointed in ES as I have seen them do better and really expect more from them.

ytheleus
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Post by ytheleus » Wed, 1. Jul 09, 16:30

This was my favourite script from Reunion, looking forward to v3. If you need someone to playtest it, I have a fleet of M6 waiting for TCS..

:)

kraznyi_oktjabr
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Post by kraznyi_oktjabr » Sat, 8. May 10, 23:32

Hi!

I used this script when I played vanilla X3R ages ago. I'm now playing X3R (updated to 2.5) with newest bonus pack (3.1.07) and XTM 0.7.5

My question is, is that script version linked in original post compatible with these versions of X3R and XTM?

Thanks!

Tim

(still addicted to X2 and X3R :) )

x0ne
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Post by x0ne » Mon, 7. Jun 10, 15:19

Should be fine, but I suspect you've discovered that by now.

Still writing v3.0... hardly any free time and when I do get some, it takes a while to figure out what I was doing and how everything works again (despite my notes on the subject). I haven't even played TC yet... or actually installed it for that matter, it's still boxed! I'm not sure if that means I'm dedicated or just insane? :roll:

Sorry for the late reply, I usually get e-mailed when this thread is updated :gruebel:

dathion
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Post by dathion » Sat, 21. Aug 10, 14:15

hi

is version 3 almost ready?

x0ne
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Post by x0ne » Tue, 14. Sep 10, 19:49

dathion wrote:hi

is version 3 almost ready?
I don't want to make a promise I can't keep, I wish I had more free time, but I think completion in 2010 is looking realistic... Christmas? I think at the very least I'll be doing final testing and documentation by then, so a late stage beta release at first perhaps.

Heh, famous last words... :roll:

dathion
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Post by dathion » Tue, 14. Sep 10, 20:33

well good luck and no rush was just wondering if you still planned on getting back to it at some point 8) I don't mind the wait.

atrain
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Post by atrain » Tue, 28. Sep 10, 05:56

Hey xOne, awesome script!

I've had a bit of a problem though and from browsing this thread it seems no one else has - perhaps you can shed some light on the issue.

All turret refiring rates work fine from PBEs to PPCs - with the exception of flaks. They fire at the same speed as vanilla or maybe slower, I'm not sure.

I am currently using Roguey's Mod which, to my knowledge makes a few statistical changes in the tlaser.pck file (if that's relevant). Other than that, just a bunch of scripts that have nothing to do with weapons.

Are there any instances in which this script will fail to produce an accurate refiring rate for flaks? I even bumped up the refiring rate (in tlaser.pck) of flaks to 1000rnds/min with no change.

I can use the script editor to a reasonable degree so if no one else has this trouble I can fix it in my own game.

Thanks in advance.

x0ne
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Post by x0ne » Tue, 28. Sep 10, 10:18

Hi atrain, glad you like it. I've taken a look at Roguey's Mod and I know what the issue is...

As you may have guessed, this script (the TCS) was written for the vanilla version of the game, so when certain changes are made to tlaser.pck (as there are in Roguey's Mod), you need to make sure x0ne.TCS.dat.weapons.xml is also updated.

You sound like you know what you're doing, so if you take a look at the manual that came with the plugin and go to chapter 4.1 on page 12, it'll tell you what you need to do.

Here's a quick example though for the A-FLAK though, just to clarify:

In vanilla the refire delay is 2143ms (if I remember correctly!), but Roguey's Mod has this at 536ms. If you open up the .cat file for Roguey's Mod, then open tlaser.pck and take a look at the A-FLAK you'll see the following line of info (at offset 7):

Rate of fire | 112 rnd/min (536) | 7

It's the number in the brackets we're interested in (obviously), so just make sure the A-FLAK info in x0ne.TCS.dat.weapons.xml matches it... should look something like this:

Code: Select all

081   $laser.type[$n] = Alpha Flak Artillery Array
082   $refire.delay[$n] = 536
Don't forget to check the other weapons too; from the look of it, Roguey made changes to all of them.

Good luck and if you have any issues, well you know where to find me ;)

atrain
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Post by atrain » Wed, 29. Sep 10, 02:02

Works just like a charm. Thanks a bunch.

gilboa
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Hmg?

Post by gilboa » Sat, 6. Nov 10, 18:25

Hello,

It might have been answered in the past, but Google doesn't seem to yield an answer. (Neither is the code itself).

I've was taking a fleet of Olympos M0's for a spin in Xeon territory (Nothing beats having 10 SY's with enough complexes to feed them ;)) and I noticed that neither of them use their HMG (they used their backup GPPC instead), even though they had plenty of missiles to spare.
Does the current version of TCS supports HMG?
Assuming yes: Any idea why TCS chose GPPCs?
If no, which scripts handles the weapon selection logic? (x0ne.TCS.dat.weapons.xml?)

Thanks!

- Gilboa
P.S. No idea if it matters, but I've edited x0ne.TCS.dat.priority.M1/2.xml to select M2's before M1's.
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.

x0ne
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Post by x0ne » Sat, 18. Dec 10, 10:14

I'm still not getting e-mailed when ppl reply to this thread, am I? :cry: Sorry about that.

Ok short answer, no. Although this plugin works with XTM, it was never written FOR it, so it doesn't know about weapons that aren't in the vanilla game.

I was just about to update this thread with some good news though, so watch this space 8)

x0ne
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Post by x0ne » Sat, 18. Dec 10, 11:13

NEWS!

I'm currently in the final stages of testing version 3.00 of this plugin, but atm it's for XTM and X3:Reunion ONLY.

My gaming rig has issues though (faulty VRAM), so before I release it I'm looking for anyone who'd like to get their hands on an advance copy of 3.00 for XTM and X3:Reunion to help out with some late-stage testing. Nothing serious, just use the plugin as you would normally to see if there are any major issues before the release.

Please PM me an e-mail address if you're interested, I'd be massively grateful!


IMPORTANT:

I'm not sure atm if I'll ever release this for the vanilla game, depends on how many people request it really. So for the moment, can you keep any discussion on this thread over at TXU please, as doing so will save me a lot of hassle. If there's a vanilla release, I'll update this thread with it, and of course start a new X3:TC thread when I finally get that done ;)

If anyone wants this for vanilla, please let me know!

Thanks a lot and sorry it's taken so long, my life has been a total mess for the past three years (still is in fact).


Everything in this new version has been improved (it's a complete re-write in fact), but here are some highlights:

New weapon selection: No longer rule-based, but based instead on a complex formula involving hit probability, shield/hull damage, available weapon quantity, available energy, the target class, wether capturing or killing, etc, etc. The result is that for any given situation, the most efficient weapon and loadout will be selected.

Capture mode that actually captures ships: You requested it, now don't say I never do anything for you ;) If a target can be captured, turrets will attempt to do so in the same way the player would (the plugin can probably do this more accurately than the player in fact... I'm not kidding!), even to the point of giving up trying to cap low value ships once the hull is past a certain percentage. The new routines even know how much fire is 'out there', so you won't find a ship turning blue, only for it to be quickly toasted by a long stream of plasma. YMMV, obviously ;) Full support for Bail Signal Extension too.

Manual Turret Control (MTC): Player can select a front turret for manual control that only engages your current target, fire button is mapped to a hotkey (think programmable controller like the X52, yeah?). Enables ships like the Reaver, for instance, to have 'main guns' and be flown like an M6. Really, this is main gun emulation, even to the point where you have to point the host ship at the target in order to fire :)

New missile defence: Massive improvements across the board, with many features specially written for XTM. TCS now tracks multiple missiles in a similar way to ships. Weapon selection based on anti-missile weapons, and only one weapon is mounted in a turret to deal with them (enables FAA to be efficiently used). If engaging a missile from within the main fire loop, the original target is switched back to once the missile is destroyed. Experimental "Death Blossom" technology means that multiple missiles can be engaged and destroyed simultaneously by a single turret. Yeah, Death Blossom has been totally lifted from "The Last Starfighter"

Fast target lock: In the initial stages of tracking a target, turret weapons are not mounted until the turret is facing the target. Slow turning weapons like PPC can start firing and switch targets very quickly.

Improved energy management: When you're low on weapon energy, the weapon switching routines will avoid weapons there's no hope of firing. No point in mounting bFAA's if all that will happen is they just sit there in a turret, looking menacing. The result is that if you've got a good range of weapons in your cargo bay, the TCS will keep firing.

Targeting overrides: Effectively an "Attack my target" or "Capture my target" hotkey (there's two), but with a twist - current player tracking aim is 'tagged' so the TCS will prioritise it over everything else, allowing the player to target and concentrate on something else. Any non-friendly object can be tagged in this way too, completely overriding the target selection logic (so long as it's a ship/station and not player owned).

Status Report: Shows the player how the TCS is currently configured (due to all the new options, I really had to do this). Can be run remotely against player owned ships as well.

Player and ship settings memory: When the player leaves a ship, many settings are reset to their default values (the current firing mode, or Manual Turret Control for example). In 3.0 this still happens, but for each ship your personal settings are stored when you depart, and then re-established on your return.

dathion
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Post by dathion » Sat, 18. Dec 10, 11:58

this is great news 8) hopefully you will be able to get to TC before X tc takes off :wink:

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