[Script] TRACKER Mines

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

[Script] TRACKER Mines

Post by Gazz » Mon, 6. Mar 06, 02:15

TRACKER Mines will happen but I ended up rewriting so much that I'm basically starting over. Patchwork isn't gunna work.


TRACKER Mines by Gazz v1.0

The only mine worth using.

To deploy them, you:

- buy regular SQUASH Mines and dump them into space at a location of your choice.

- activate them. Alas, I can not do that with a script command at all.

- use the TRACKER Upgrade button. *Special Cmd Software* is required.
That will dismantle 1 Silkworm missile from your cargo hold but I set the
amount to 0 in this first beta release.
Gotta get the engine parts somehow. =)

Pushing that button will attempt to upgrade all SQUASH mines within 10 km around the ship.
You can then watch them getting rigged and updating their software.
This is the last chance to actually activate the mines.

Once that is completed, they go into hiding, thereby clearing your sector view.

In case you ever need to find them again, to collect and move them elsewhere, or just
to check out how many are still alive...
You need to use the TRACKER Suspend button. That will override their Stealth capabilities
and all TRACKERS in all sectors will reappear.

I may change that to them only reappearing in the sector you are in personally because that
could lead to MANY unfortunate accidents with civil freighters. =)


But let's assume you have deployed some now.

As soon as an enemy comes into range (3500m - regular mines are detectable at 5000m)
they scan for friendly/neutral ships.
They also scan for other active mines within their scanning range. A mine will not
activate if it detects 3 other mines already chasing something.
However, a 4th mine could activate if it's on the other side of the enemy ship so
that the hostile is in range but the active mines are outside it's scanner range.
Still - that goes a long way towards avoiding your minefield being depleted
by the first Pirate Buster to get close to it.

If all rules of engagement are met they drop cover and start
chasing the hostile at a speed of 90.

When chasing a ship, the mines will not bluntly chase their target but steer an
interception course, greatly increasing their chance of catching the target.
That one is basically working but I still have to tweak how far they are leading it.

If a mine is chasing a hostile and detects a friendly target in range, it will
fall into great depression and self-destruct without blowing up.

That's it for now. Feel free to try and break it.
Since this is more of a beta release, the debug spam in the log is still on.

Gazz
Last edited by Gazz on Fri, 10. Mar 06, 19:44, edited 1 time in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

klous
Posts: 3
Joined: Sun, 5. Mar 06, 06:19
x3

Post by klous » Tue, 7. Mar 06, 23:06

These tracker mines chase an enemy then explode nearby them? I was thinking a tracker mine would chase the enemy attach to his hull then it would work as a tracking device allowing you to know where he went until possibly he docked which would remove the mine.

User avatar
Stevio
Posts: 2271
Joined: Sat, 4. Jun 05, 10:36
x3tc

Post by Stevio » Tue, 7. Mar 06, 23:16

cool script :thumb_up:
I was thinking a tracker mine would chase the enemy attach to his hull then it would work as a tracking device
Tracker = to follow

Mine = Bang :P


cheers

stevio

Post Reply

Return to “X³: Reunion - Scripts and Modding”