[SCR] Missile Safety (v1.12)
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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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Sorry for bumping this old thread but I'd be very interested in using this in AP, though primarily to get around the horribly frustrating experience of enemy fighters consistently detonating themselves in dogfights (and thus denying credit for kills or any chance at salvage).
Assuming that this plugin is AP-compatible; is there any chance that the new OOS code in AP would also mean that this plugin will affect all ships in combat and not just $playership?
Edit:
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Tried it out - Doesn't appear to be working even for playership in AP. Would love to see an update for this script (especially if such an update would affect enemy ships too..); but I'm willing to take a stab at it myself if there's a lack of time for this plugin.
Assuming that this plugin is AP-compatible; is there any chance that the new OOS code in AP would also mean that this plugin will affect all ships in combat and not just $playership?
Edit:
----
Tried it out - Doesn't appear to be working even for playership in AP. Would love to see an update for this script (especially if such an update would affect enemy ships too..); but I'm willing to take a stab at it myself if there's a lack of time for this plugin.
when you say not working, did you put it in the scripts folder in AP? (Not TC\scripts). I would be interested in this too.
(oh and ofc activate the MSCI)
I can't off the top of my head, immediately think what would be incompatible with this as it doesn't reference any Tships etc or CAT\DAT that may have changed.
(oh and ofc activate the MSCI)
I can't off the top of my head, immediately think what would be incompatible with this as it doesn't reference any Tships etc or CAT\DAT that may have changed.
Sorry, I should've been clearer - It drives me crazy when someone says something's "not working". I was half-asleep when I posted.
I placed the plugin scripts into the addon\scripts folder and it shows up under AL fine, but when enabled it doesn't appear to actually work in terms of making missiles safe until they've passed 200m.
For instance, I was able to shoot down my own hurricane missiles as soon as they left the ship.
Edit:
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It seems I misunderstood how the plugin works! Missiles can still be shot down (as mentioned in the OP ) but should not detonate when doing so. Shooting down one's own missiles as soon as they've left the ship appears to destroy them 'safely' with or without the plugin, so I'm not sure of the best way to test this.
Edit 2:
----
The plugin disables collision-detection of unarmed missiles and in testing that appears to work fine.
Roughly how many AI scripts would need to be edited/overriden to make the AI missiles affected by this? I'm familiar with scripting, but I have no idea which scripts control AI missile launch behaviour.
I placed the plugin scripts into the addon\scripts folder and it shows up under AL fine, but when enabled it doesn't appear to actually work in terms of making missiles safe until they've passed 200m.
For instance, I was able to shoot down my own hurricane missiles as soon as they left the ship.
Edit:
----
It seems I misunderstood how the plugin works! Missiles can still be shot down (as mentioned in the OP ) but should not detonate when doing so. Shooting down one's own missiles as soon as they've left the ship appears to destroy them 'safely' with or without the plugin, so I'm not sure of the best way to test this.
Edit 2:
----
The plugin disables collision-detection of unarmed missiles and in testing that appears to work fine.
Roughly how many AI scripts would need to be edited/overriden to make the AI missiles affected by this? I'm familiar with scripting, but I have no idea which scripts control AI missile launch behaviour.
!plugin.acp.fight.attack.object.xmlZurechial wrote:Roughly how many AI scripts would need to be edited/overriden to make the AI missiles affected by this? I'm familiar with scripting, but I have no idea which scripts control AI missile launch behaviour.
!fight.attack.object.std.xml
!fight.attack.object.owp.xml
Arguably !plugin.gz.missile.def.mk3.xml because the missile turrets on M8 are still pretty close to the center of the ship.
I would recommend only running it on ships where get size reports < 500.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Version 1.08 released.
The rare bug of missiles not having their collisions turned back on should now be history.
Contains files to enable it for the AI in X3:AP.
The rare bug of missiles not having their collisions turned back on should now be history.
Contains files to enable it for the AI in X3:AP.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Version 1.09 released.
Small internal bugfix. (unlikely you actually noticed it =)
Major change to the "vanilla" AP turret script. (Yes, I'm planning to use you as guinea pigs!)
It should now use less CPU power... while doing more.
Instead of every single turret on every single ship constantly searching for possible new missiles, this is now done by a single task. The result is saved on the fleet / wing / formation leader and accessible to all attached ships.
Any FPS increase during a missile barrage is a Good Thing™.
As a... side effect... all ships of a formation are now tied into a missile defense net.
An incoming missile is now visible to every missile defense turret of a formation. (both laser and missile turrets)
There has to be a limit somewhere, though. =)
- Ships in a fleet check only for ships in the same fleet.
- Ships in a wing check only for ships in the same wing.
- Ships in a formation check only for ships in the same formation.
- Ships that belong to the player always defend "the" playership.
Of course, missile boats still reign supreme in the missile defense role because of their guided interception range of 14 km.
Lasers have a hard time competing with that.
Still - bringing a few Heavy Centaur (IPG turrets) or Springblossoms (Flak turrets) along can beef up your fleet's missile defense and most importantly, add some depth to the defense.
Play with those "useless" formation controls to position your screening elements...
If some of them don't survive the encounter - well, that light escorts are destroyed while screening "the" capital ship is a military reality.
Current download also includes the capability to add custom turret scripts to the sidebar turret configuration menu.
If you update MARS and this one, you can see how this works.
And on that note: Merry christmas. =P
Small internal bugfix. (unlikely you actually noticed it =)
Major change to the "vanilla" AP turret script. (Yes, I'm planning to use you as guinea pigs!)
It should now use less CPU power... while doing more.
Instead of every single turret on every single ship constantly searching for possible new missiles, this is now done by a single task. The result is saved on the fleet / wing / formation leader and accessible to all attached ships.
Any FPS increase during a missile barrage is a Good Thing™.
As a... side effect... all ships of a formation are now tied into a missile defense net.
An incoming missile is now visible to every missile defense turret of a formation. (both laser and missile turrets)
There has to be a limit somewhere, though. =)
- Ships in a fleet check only for ships in the same fleet.
- Ships in a wing check only for ships in the same wing.
- Ships in a formation check only for ships in the same formation.
- Ships that belong to the player always defend "the" playership.
Of course, missile boats still reign supreme in the missile defense role because of their guided interception range of 14 km.
Lasers have a hard time competing with that.
Still - bringing a few Heavy Centaur (IPG turrets) or Springblossoms (Flak turrets) along can beef up your fleet's missile defense and most importantly, add some depth to the defense.
Play with those "useless" formation controls to position your screening elements...
If some of them don't survive the encounter - well, that light escorts are destroyed while screening "the" capital ship is a military reality.
Current download also includes the capability to add custom turret scripts to the sidebar turret configuration menu.
If you update MARS and this one, you can see how this works.
And on that note: Merry christmas. =P
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Version 1.12 released.
Another superficial bugfix but mostly...
installing all of the included AP files from the X3AP_Missile_Safety_AI subfolder should result in a performance gain for AP.
This is due to a restructuring of the main "escort" script in the game.
Instead of all 30 docked fighters permanently scanning for enemies, one of them scans for enemies. The others adopt the scan result.
Once this information becomes outdated, the first escort to do a "scan"... again updates it for everyone.
Also, if "many" fighters are docked at a carrier, each individual fighter will scan less often.
There is no actual downside. With "many" fighters, some will launch quickly. Others will randomly launch later... but the launch bays have to cycle their door animation anyway so it's not going to help if all fighters want to launch but cannot.
Another small game-wide performance gain. =)
(Many fighters = more than (max docking bays / 3 + 2) )
AI escorts that were created with the old script will keep it until they are destroyed and respawned. Eventually, this change will take hold throughout the game.
When starting a new game with this installed, all escorts start with the new script.
The way I tested the results (cursory =):
- start a new game of Humble Merchant
- Set SETA to 10 and fly waaaay outside the sector so there are no graphically induced slowdowns
- without stopping, check FPS in the outside / behind view
In vanilla I got around 48 FPS,
With all new scripts minus the turret script (the "mk3" files) I got 50 FPS.
All new scripts: 50-55 FPS.
The "effect" of the turret script can vary quite a bit, depending on how many ships with how many turrets are spawned in the sector.
It's not a world of difference but it's free...
It could have been more but.... I used part of the freed up CPU time to smarten up the AI a little more. =)
Another superficial bugfix but mostly...
installing all of the included AP files from the X3AP_Missile_Safety_AI subfolder should result in a performance gain for AP.
This is due to a restructuring of the main "escort" script in the game.
Instead of all 30 docked fighters permanently scanning for enemies, one of them scans for enemies. The others adopt the scan result.
Once this information becomes outdated, the first escort to do a "scan"... again updates it for everyone.
Also, if "many" fighters are docked at a carrier, each individual fighter will scan less often.
There is no actual downside. With "many" fighters, some will launch quickly. Others will randomly launch later... but the launch bays have to cycle their door animation anyway so it's not going to help if all fighters want to launch but cannot.
Another small game-wide performance gain. =)
(Many fighters = more than (max docking bays / 3 + 2) )
AI escorts that were created with the old script will keep it until they are destroyed and respawned. Eventually, this change will take hold throughout the game.
When starting a new game with this installed, all escorts start with the new script.
The way I tested the results (cursory =):
- start a new game of Humble Merchant
- Set SETA to 10 and fly waaaay outside the sector so there are no graphically induced slowdowns
- without stopping, check FPS in the outside / behind view
In vanilla I got around 48 FPS,
With all new scripts minus the turret script (the "mk3" files) I got 50 FPS.
All new scripts: 50-55 FPS.
The "effect" of the turret script can vary quite a bit, depending on how many ships with how many turrets are spawned in the sector.
It's not a world of difference but it's free...
It could have been more but.... I used part of the freed up CPU time to smarten up the AI a little more. =)
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
A mod that makes missiles less crazy AND improves overall game performance? Mods like this should come standard!
Is there a mod that will basically reboot everything in the game world? I don't recall but I think Cycrow's cheat package can do it...When starting a new game with this installed, all escorts start with the new script.
If you're looking around, you can probably find a script to instantly kill every AI ship in the universe.Bobucles wrote:I don't recall but I think Cycrow's cheat package can do it...
That's a scripter's idea of a reboot. =P
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
An AI fleet no longer makes the impression of 1960's B-movie robots. =)
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
I've just installed a couple of mods and a few scripts. All of them were recommended to work nicely with XRM and have proven to work together. I'll list what i have to make it clearer
X3:TC 3.1.1
Bonus Pack
XRM
Complex Cleaner
MBRR and pre-reqs
Lucikes library and Prospector
Logaines CSecG
Bounce
Claim Unknown Sector
Marine Repairs
NPC Bailing
Pure Hud
Salvage Claim Software
Phanon Corp
Pirate Base
Smart Turrets
Numeric Ranks
Missile Defence Mk2
and a couple of others by you.
Every time i start up a new game or load up a save of what is basically a new game i get a popup saying "Enter number of Missile volleys". No matter what I type in 0, 1, 10 etc, it keeps popping up. As soon as i disable this addon, the popup never appears.
Thought I'd mention it cos you updated recently and maybe it's related to that...... or I'm doing something wrong and not understanding something correctly
X3:TC 3.1.1
Bonus Pack
XRM
Complex Cleaner
MBRR and pre-reqs
Lucikes library and Prospector
Logaines CSecG
Bounce
Claim Unknown Sector
Marine Repairs
NPC Bailing
Pure Hud
Salvage Claim Software
Phanon Corp
Pirate Base
Smart Turrets
Numeric Ranks
Missile Defence Mk2
and a couple of others by you.
Every time i start up a new game or load up a save of what is basically a new game i get a popup saying "Enter number of Missile volleys". No matter what I type in 0, 1, 10 etc, it keeps popping up. As soon as i disable this addon, the popup never appears.
Thought I'd mention it cos you updated recently and maybe it's related to that...... or I'm doing something wrong and not understanding something correctly
I've never heard of this happening in vanilla TC so it must be one of your other scripts.
The MS script does not generate any messages at all.
The MS script does not generate any messages at all.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
what Erenar describes happened to me too.
i installed both the missile safety script 1.12 and Mars Fire Control 5.20 at 31-12-2011 and i also run XRM. I only got it away by starting a new game,
my save games all started with that message "Enter number of Missile volleys". and indeed no matter what you type it keeps popping up.
i installed both the missile safety script 1.12 and Mars Fire Control 5.20 at 31-12-2011 and i also run XRM. I only got it away by starting a new game,
my save games all started with that message "Enter number of Missile volleys". and indeed no matter what you type it keeps popping up.