milling_hordesman's script page
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That's a weird problem indeed. I've never had it. The collision avoidance built in the system is supposed to check if the ship is within X range of ANY object, and if it is, 'set position' so that it is away from the object for the jump. In the case of a station, even if it's in the docking tube, the first thing it should do is suddenly 'appear' in a different spot before even going through orientation. And even then, if it wants to fly right through the station, it should 'set position' over and over until it clears the station. (Which also results in a thunderous number of microhops going off in your ear if you're in range of the sound.) It should NEVER collide. Are you by chance using SETA at the time?
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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everyone expected you were on 1.73, so we were wondering what was up.
BTW, I found one conflict with the advjumper: Dont try it with any navigational software scripts, or else they'll conflict.
*EDIT: another conflict. Overwrites Mark's Wing/Patrol/Resupply script by taking the place of Fight Command Mk3.
BTW, I found one conflict with the advjumper: Dont try it with any navigational software scripts, or else they'll conflict.
*EDIT: another conflict. Overwrites Mark's Wing/Patrol/Resupply script by taking the place of Fight Command Mk3.
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I would, but I'm not sure they'd be of much help to you in my case. I was working around 4 other scripts that were inter-conflicting.
I ran the conlfict program several times and just picked out each one and re-numbered it until there were no further conflicts. I still have a "read text" issue with the slope tension device and HRS, but they work just fine.
I ran the conlfict program several times and just picked out each one and re-numbered it until there were no further conflicts. I still have a "read text" issue with the slope tension device and HRS, but they work just fine.
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Advjumper
ok i really like your Advjumper. makes traveling between the vast of space faster by alot. Anyways my question is how do i stop the script from overloading my logbook to the point it crashs the game???
Edit: Believe it or not. After I posted this i went back in and i found what was doing it.
Line 88 of the mhordes.autojump.xml
It writes to the logbook the distance from your ship to the "gate" when your ship goes to jump.
now have that script running for 44 ships for an hour and you soon find yourself waiting 10 minutes for your logbook to open.
to fix just grey it out by pressing the period button.
Edit: Believe it or not. After I posted this i went back in and i found what was doing it.
Line 88 of the mhordes.autojump.xml
It writes to the logbook the distance from your ship to the "gate" when your ship goes to jump.
now have that script running for 44 ships for an hour and you soon find yourself waiting 10 minutes for your logbook to open.
to fix just grey it out by pressing the period button.
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The ECM's code is actually a rather oddball piece to work with.
It's been a while, but if I remember, it goes something like this....
It contains a command that gets all missiles targeting the ECM's owning ship. It then does a range check and a several 'snapshots' a second. Using this snapshots, it builds the trajectory of the missile(s) heading for you, then performs an IF check.
If the missile is inside X range, it performs a random number call.
Depending on the numeric range of the random number results... the missile is given a 'set position' command and it's location changed.
What it does when viewed from a player perspective... is that the missile approaches you, and if the ECM is effective... it suddenly teleports to a different spot at the last second before impact, resulting in it having to turn around and come back for you again. If you fly straight, even that won't save you if the teleportation doesn't move it much... so you mix it up with a bit of manuevering and what you have is an effective simulation of duping the missile with ECM.
If you recognize that and apply it to including an ECCM package. You have to realize that's going to involve a whole new set of checks in the ECM code to see if the attacker has the ECCM components active, apply them to the calculating, and make it work.
Before the random number call, a check would have to be made.
Now, if we can attatch scripts to missiles now, we can find a way to buy ECCM packages for individual missiles. (The missile itself has to have the ECCM package.) Otherwise, we have to find some way to butter up the fiction to sound plausable.
Anyway, after the 'attacker' (missile/or vehicle.) is checked and has an ECCM package. An alternate version of the random number call and result is utilized. What occures is that the ranges used to determine if/how much to change the missile's SET POS command are set more in favor of leaving the missile alone. (Where as the normal ECM script has more ranges in favor of the SET POS command.)
This would simulate the missile 'seeing through' the ECM.
Easy enough in logic... but I'll bet you it's a B*TCH to code.
It's been a while, but if I remember, it goes something like this....
It contains a command that gets all missiles targeting the ECM's owning ship. It then does a range check and a several 'snapshots' a second. Using this snapshots, it builds the trajectory of the missile(s) heading for you, then performs an IF check.
If the missile is inside X range, it performs a random number call.
Depending on the numeric range of the random number results... the missile is given a 'set position' command and it's location changed.
What it does when viewed from a player perspective... is that the missile approaches you, and if the ECM is effective... it suddenly teleports to a different spot at the last second before impact, resulting in it having to turn around and come back for you again. If you fly straight, even that won't save you if the teleportation doesn't move it much... so you mix it up with a bit of manuevering and what you have is an effective simulation of duping the missile with ECM.
If you recognize that and apply it to including an ECCM package. You have to realize that's going to involve a whole new set of checks in the ECM code to see if the attacker has the ECCM components active, apply them to the calculating, and make it work.
Before the random number call, a check would have to be made.
Now, if we can attatch scripts to missiles now, we can find a way to buy ECCM packages for individual missiles. (The missile itself has to have the ECCM package.) Otherwise, we have to find some way to butter up the fiction to sound plausable.
Anyway, after the 'attacker' (missile/or vehicle.) is checked and has an ECCM package. An alternate version of the random number call and result is utilized. What occures is that the ranges used to determine if/how much to change the missile's SET POS command are set more in favor of leaving the missile alone. (Where as the normal ECM script has more ranges in favor of the SET POS command.)
This would simulate the missile 'seeing through' the ECM.
Easy enough in logic... but I'll bet you it's a B*TCH to code.
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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Question re MH Carrier Refit
I downloaded this a year or so ago and it's fantastic (best carrier sound effects ever!) but I can't for the life of me remember where I got it from now - does anyone know if there was ever a later release of this? I think the version I have is 1.1
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try page 1 first post
EDIT: didn't notice it had been moved
EDIT: didn't notice it had been moved
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
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relinks form my archive:
Advanced Hyperdrive Ver 1.7: http://www.mediafire.com/download/989c6 ... _v1_74.zip
containing folder is:
https://www.mediafire.com/folder/vdgv0qmf30nmc/X2_files
has several other scripts and a flyable AP gunner that i got.. somewhere a long time ago, cannot remember the authors >.<
random fact, from memory, i think i got the X2 version of the advanced jumper working in X3 though sheer ignorance back then (didn't realise it probably shouldn't work)
Advanced Hyperdrive Ver 1.7: http://www.mediafire.com/download/989c6 ... _v1_74.zip
containing folder is:
https://www.mediafire.com/folder/vdgv0qmf30nmc/X2_files
has several other scripts and a flyable AP gunner that i got.. somewhere a long time ago, cannot remember the authors >.<
random fact, from memory, i think i got the X2 version of the advanced jumper working in X3 though sheer ignorance back then (didn't realise it probably shouldn't work)
Suddenly,in a quirk of fate,the jumpgate malfunctioned and louped in on itself:Entering gate.....Entering sector:Dannas chance''huh?''...Entering gate..."WTH?Entering sector:Dannas chance"HELP!!!"
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Re: milling_hordesman's script page
Hi, im updated the mod mh_adv_jumper_1.74 to run in X3 Reunion.
I tried installing the x2 mod in x3, it worked but the wares id used were the same than the used in other mods (from bonus pack). And now the freejump requires a jumpdrive (see readme). I dont know so much about scripting, but changed the ware numbers, and added few lines to require the jumpdrive. About the forum, i hope i dont break any rule, there is the link:
https://mega.nz/file/7c0lCKoD#RcQvXAe7y ... AqGMn_k-3g
edited new link: now has compatibility with xtended mod, changed auto-jump command to 1245 (from 1224)
(If anyone want to upload to xdownloads, could be much better so the link dont expires)
I tried installing the x2 mod in x3, it worked but the wares id used were the same than the used in other mods (from bonus pack). And now the freejump requires a jumpdrive (see readme). I dont know so much about scripting, but changed the ware numbers, and added few lines to require the jumpdrive. About the forum, i hope i dont break any rule, there is the link:
https://mega.nz/file/7c0lCKoD#RcQvXAe7y ... AqGMn_k-3g
edited new link: now has compatibility with xtended mod, changed auto-jump command to 1245 (from 1224)
(If anyone want to upload to xdownloads, could be much better so the link dont expires)