!init.ship.globalscriptmap.std:
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global script map: set: key=[SIGNAL_ATTACKED], class=[Ship], race=$race, script=`!ship.signal.attacked`, prio=100
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global secondary signal map: remove signal=[SIGNAL_ATTACKED] race=$race class=[Ship] name='!ship.signal.attacked'
global secondary signal map: add signal=[SIGNAL_ATTACKED] race=$race class=[Ship] script='!ship.signal.attacked' prio=100 name='!ship.signal.attacked'
What I did, among other things, is to force all carriers to eject their fighters and interrupt their current task to attack the carrier's target when he's under attack. And the second set of commands gives much better result than the first one.
However, I recently encountered several freezes I cannot explain. It may be totally unrelated, but maybe someone here knows about signals and if there's something to avoid, like what I've just explained here?