mass wing missile installation

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Anubitus
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mass wing missile installation

Post by Anubitus » Tue, 23. Aug 11, 15:54

imagine this: you have wing of bombers ready to attack a big ass target.. you give the order and there they go.. they get closer to their target and wich each meter they approach, you become more excited about the fireworks you are going to see..

but..

instead of them owning the target, they get blasted to pieces.. reason..? because they dont have a missile class installed..

how stupid is that.. you can give orders to the whole wing at one go but something simple like installing a missile isnt possible.. you actually have to install the missile manually to each wing member.. if your wing consists of 10 bombers, that takes some time..

so.. my question here is, does anyone know of a script, or does anyone wanna make a script that makes it possible to mass install a missile on the entire wing in one go..? or perhaps even make the wing chose the best possible missile automaticly whitout the need of a missile being installed..

this would make life a lot easier..

Shimrod
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Post by Shimrod » Tue, 23. Aug 11, 17:19

You could try using the Smart Turrets script on the bomber missile turrets. Each Smart enabled missile turret will contribute missiles to a target until there's sufficient missile damage incoming to kill it.

You can broadcast Smart to the wings turrets via Combat->Smart->Broadcast, and configure how aggressive you want the missile turrets to be under the global settings, including amount of missile overkill damage to send out.

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Cadius
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Post by Cadius » Tue, 23. Aug 11, 17:31

Litcube's missile boat script works too. They'll start firing appropriate number of missiles depending on the health/shield of the target.

"Target still alive after first salvo? Here have more!"

It will also work for M7M, in which case the script will select appropriate missile type to lunch against the target. If it's a fighter the ship will launch Flails, if it's a capital ship Hammers.

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Gazz
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Post by Gazz » Tue, 23. Aug 11, 19:06

Missile boats (the object class includes M8 and M7M) are not really meant to be used by the AI in vanilla X3.
They were created as a super weapon for the player's personal use.

The vanilla scripts reflect that, using a value that is only defined on [PLAYERSHIP].

A "correct" implementation of missile boats would have taken a lot more time and effort then merely glueing them on top of the ship list with a becauseitsoundscool attitude.
That would have required a complete rebalance of missile combat and fixing a few gamestopper bugs with missile tracking and in the missile defense turret script.

Yes, you can quite easily write a script to work around the missing "installed missile" setting, but it would be more sensible if you used one of the missile boat scripts that already work.
The real trouble is that working missile boats are god mode in vanilla X3 and it would be up to you to balance the game back to "playable".
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Anubitus
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Post by Anubitus » Wed, 24. Aug 11, 01:48

already thought something like that..

im working on a missile rebalance atm because few ships fireing missiles from a distance is almost impossible to survive in vanilla..

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