Wingmen
Moderator: Moderators for English X Forum
Re: Wingmen
Could you describe first what you expect the "wingman option" to do?Corbz wrote:or any way which is effectively like a wingman.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Insanity included at no extra charge.
There is no Box. I am the sand.
options like "protect" and "attack target of" effectively turn into wingmen.
Also there's a built in "wingman" button on every ship, which gives you two extra commands "wingmen, attack" and "wingmen, protect".
The Bonus pack has Group management script(s) that let you do a lot more.
take your pick
at the end, you still rely on a not so clever AI
Also there's a built in "wingman" button on every ship, which gives you two extra commands "wingmen, attack" and "wingmen, protect".
The Bonus pack has Group management script(s) that let you do a lot more.
take your pick
at the end, you still rely on a not so clever AI
Gimli wrote:Let the Orcs come as thick as summer-moths round a candle!
well, for example shift F7 is wingmen attack enemies. Just ive got a few M6's, and with XTM i have the Argon M1 Leviatham, which allows M6's to dock with it. So i would like them to dispatch along with the various M3's i have. Ok i guess the question is, is there anythign i can do, that will allow me to group together a set of ships and give a command to them as a group.Could you describe first what you expect the "wingman option" to do?
for every ship, i cant find it for M6's, where is this option?Also there's a built in "wingman" button on every ship, which gives you two extra commands "wingmen, attack" and "wingmen, protect".
hm, I think you are right there - that particular option is for fighters only.Corbz wrote:for every ship, i cant find it for M6's, where is this option?Also there's a built in "wingman" button on every ship, which gives you two extra commands "wingmen, attack" and "wingmen, protect".
I'd check the Group scripts instead then.
The bonus packCorbz wrote:is there anythign i can do, that will allow me to group together a set of ships and give a command to them as a group.
Gimli wrote:Let the Orcs come as thick as summer-moths round a candle!
- Carlo the Curious
- Posts: 16999
- Joined: Mon, 5. Mar 07, 22:03
-
- Posts: 3144
- Joined: Sun, 19. Dec 04, 02:41
You can force ships to become wingman with a script, if you really wanted to. I have a script sitting on my machine I wrote to filter your property menu by a string you give it, but it has to be triggered by the script editor right now. I might set it up to use a secondary ship command and release it though, if there is demand. ...
-
- Posts: 3144
- Joined: Sun, 19. Dec 04, 02:41
I could set it as so...
At the moment, you trigger the script, and it asks you for a string of text. Any and all ships whose name contains that string of text, it will make a wingman. It unfortuantly also clears all other wingmen first... I could do a simple change sometime so a secondary command could switch wingman status on/off for any given ship, however...
At the moment, you trigger the script, and it asks you for a string of text. Any and all ships whose name contains that string of text, it will make a wingman. It unfortuantly also clears all other wingmen first... I could do a simple change sometime so a secondary command could switch wingman status on/off for any given ship, however...
ah i see, so the group of ships would have to have something common in their name. Obv if u just put Nova, it wud make all novas regardless a wingman, correct?
Well if you could do that, that would be lovely perhaps u shud make a poll or something in the script forum to see if their is a demand? Got my vote anyway.
Well if you could do that, that would be lovely perhaps u shud make a poll or something in the script forum to see if their is a demand? Got my vote anyway.
-
- Posts: 3144
- Joined: Sun, 19. Dec 04, 02:41
Mmm yea, something like that. It works rather well, except the big fat lack of proper UI/command slots. Might as well get those working, lemme see what I can do with command slots, and then Ill try to package it into a proper script.
Edit.
No secondary commands available, but I could put it in the general menu...
Edit.
No secondary commands available, but I could put it in the general menu...
-
- Posts: 5145
- Joined: Mon, 23. Feb 04, 01:28
There are two kinds of "wingman".
The first is just a ship running the "Protect..." command, which can have any ship as the leader, or the "Attack target of..." command if the leader is using the Patrol commands.
The other is a ship with the "Wingman" switch (in it's command menu) set to yes, which is only for the players own ship as leader. It enables hotkey commands, as mentioned above. Make sure this is not turned on for any of your other ships, in other sectors, or they can take off across the universe when you hit the hotkey.
I believe the new Group commands are like the first type, but I haven't used them yet.
The first is just a ship running the "Protect..." command, which can have any ship as the leader, or the "Attack target of..." command if the leader is using the Patrol commands.
The other is a ship with the "Wingman" switch (in it's command menu) set to yes, which is only for the players own ship as leader. It enables hotkey commands, as mentioned above. Make sure this is not turned on for any of your other ships, in other sectors, or they can take off across the universe when you hit the hotkey.
I believe the new Group commands are like the first type, but I haven't used them yet.
Tinker
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"
"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"