[SCR] MARS Fire Control (v3.05 - 06.10.09)

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

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Norad2000x
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Joined: Mon, 31. May 04, 07:14

Post by Norad2000x » Thu, 11. Dec 08, 05:40

Thanks. I finally got MARS working after the 3rd clean install. SO HAPPY :D

Flying an imperial star destroyer loaded with TIE fighters and tons of weapons, obliterating a large xenon invasion...all with the imperial march theme blasting in the BG...AWESOME.

Nadrek
Posts: 71
Joined: Wed, 19. Mar 08, 23:50

Post by Nadrek » Sat, 13. Dec 08, 21:17

I turned on script debugging and started looking through (very impressive) logs, I'm still not sure quite why after the 2.60 to 3.04 upgrade I'm getting "laser not available" every few seconds.

Note: If I turn all three MARS AL settings to No, this continues.

If I turn MARS off on all in-sector ships, this continues.

If I eject and fly around my my spacesuit, this continues.


There are a few ships listing Switcing x / y to null.

Then there is:
MARS Ship CAG Hyp MARS NoInit UnMiEl FP: Call init.missiles
Switching 0 / 7 to Beta High Energy Plasma Thrower.
Switching 4 / 0 to Gamma Photon Pulse Cannon.
Switching 3 / 1 to Beta High Energy Plasma Thrower.
Switching 0 / 2 to null.
Switching 3 / 1 to Beta High Energy Plasma Thrower.
Since Hyperions can't mount GPPCs, I have to assume that my Hyperion CAG is carrying them for sale. Since M7's don't show up in the Station Owned ship list, it's hard as heck to track it down.

More interesting, we have:
Hyp MARS jtdsmo PTNI Patrol: Find enemies 3: null, null, null
Switching 0 / 6 to Beta High Energy Plasma Thrower.
Switching 3 / 5 to Gamma Photon Pulse Cannon.
Switching 3 / 0 to Beta High Energy Plasma Thrower.
Switching 0 / 1 to null.
Switching 3 / 0 to Beta High Energy Plasma Thrower.
Ok, now I'm confused. I'm in-sector with this one, and it's carrying close to the usual Hyperion MARS outfit of 4 GPSG, 10 BPSG, 6 APSG, 18 BIRE, 18 BPAC, 18 AHEPT, and 12 BHEPT, along with 100-250 mosquitos, 100 wasps, 50-100 tempests, 20-100 typhoons, 10 firestorms, 50 thunderbolts, 2 lasertowers, and 50-200 fighter drones (consumables may be off, but it has the exact normal laser set).


Here's another oddity:
ME ME ME Python jtdsoma MARSd: Find enemies 3: null, null, null
Switching 3 / 6 to Beta Photon Pulse Cannon.
Switching 1 / 2 to Gamma Photon Pulse Cannon.
Switching 0 / 1 to Beta High Energy Plasma Thrower.
Switching 0 / 3 to Beta High Energy Plasma Thrower.
Switching 3 / 2 to Gamma Photon Pulse Cannon.
Switching 6 / 1 to Beta Photon Pulse Cannon.
-- This ship, I'm pretty sure, has all 28 GPPC's, and is definitely out of sector - why is it selecting BPPC's and BHEPT's?

Nadrek
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Joined: Wed, 19. Mar 08, 23:50

Post by Nadrek » Sun, 14. Dec 08, 02:54

While I can't explain or interpret the logs, I'm pleased to report that turning off the sound and taking a tour of my "uninitialized ship" sectors (places where I'm building fleets, have turned MARS on from OOS, and haven't been IS at all) has resulted in the end of the "laser not available" voice from Betty.

semiliterate
Posts: 357
Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate » Wed, 17. Dec 08, 12:25

okay, so i've tried everything i could think of, including the solutions to other people's problems.

i have a teladi Hawk m7 and MARS - since allowing enemies to use MARS is off, it's the only ship in the universe aside from one of my transports, a Demeter Miner.

MARS was working fine, brilliantly even, until i jumped into the same sector as the Demeter (this was before MARS was turned on on the Demeter) and now it just says "laser unavailable" and turns all my turrets to idle, about every three seconds. this is quite annoying...

i've tried running the reset scripts and uninstalling/reinstalling the script, but i can't get around it. and i even tried flying to all my ships. which isn't hard because i've got about three and no stations, which is why i'm pretty sure it's not that. also because i ejected the system from my Demeter and still get the error on my ship.

trouble is, i have not the faintest idea how to deal with scripts and things - i only got the game a few days ago but am an obsessive downloader of things that are awesome. i however have forgotten what the MARS files are.

so i'm wondering; any chance someone could tell me, briefly (i'm competent, just uncertain) how to run the MARS debug, any suggestions to fix it, and, if possible, what "laser not available" is actually supposed to be used for. i'm carrying about fifty lasers of various sorts and have tried turning MARS on while only carrying one, no difference.

oh, but it still works in savegames before the error... so long as i don't try to change it from defense to offense.



oh, i have XTM and capital ship crews, as well as Gazz's turret on/off hotkey. a couple of other things but nothing that i can think would conflict: align ships with ecliptic, bala gi unlocker for xtm, claim unknown sector, pilotai (azz's plugin, strange name that i can't read from here), race response fleets, remember homebase, trading distribution network and cycrow's unlimited salvage insurance.

thanks.

semiliterate
Posts: 357
Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate » Wed, 17. Dec 08, 17:04

okay, i'm really glad nobody came by to help.

i still don't know what caused it, but it turns out that uninstalling and reinstalling works. if you do it properly.

ahem.


also, it wasn't working properly before. i was trying to work out what all the fuss was about. now it works.

my word does it work. it's flaking kha'ak clusters left right and center!

Nadrek
Posts: 71
Joined: Wed, 19. Mar 08, 23:50

Post by Nadrek » Thu, 18. Dec 08, 04:48

I don't know about why "laser not available" was voicing, but in the future, if you need to run the Debug, you edit the setup.plugin.gz.mars script and uncomment the "Debug" line (I believe you find that script in the script list, "s" to the script edit from the command menu, then I think Enter or "e" works to see the lines, arrow up/down to about line 17, which is, as I recall, *Debug or something - the comma or period comments/uncomments a line. * means commented.

The you look in your Program Files\Egosoft\reunion (paraphrased) directory for *.txt, sort by Date Modified Descending - they can get very big very fast if you've got a lot of MARS ships and turrets and potential targets (I have scores).

I'm sorry for your not getting a quick answer, though it was previously stated that the Reunion version was basically abandoned in favor of the more advanced Terran Conflict version.

Hellfire546
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Joined: Mon, 24. Nov 08, 08:41
x3tc

Noob MARS question (X3TC)

Post by Hellfire546 » Fri, 19. Dec 08, 06:47

I have downloaded and unzipped the file.

Do I now just move the 'scripts' data into the scripts folder (and 't' data into the t folder) and click 'yes to replace all'???

:? :? :?

dostillevi
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Joined: Thu, 9. Mar 06, 02:32
x3

Post by dostillevi » Fri, 19. Dec 08, 18:39

Yup!

And if you're running CMODII you need to install a special T file to make the guns compatible. I think its posted either on this thread or the CMOD II thread.


Alright so I think I've found a crash caused by this mod. When I allow everyone to use MARS, I get a crash during in sector combat with cap ships using MARS when goblins are out. I haven't had the chance to use goblins yet myself, so I don't know if this crash is specific to goblins or to everyone using MARS.. But as soon as I disabled MARS for everyone, the crash stopped and my game has been rock solid.

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BlkKnight
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Post by BlkKnight » Wed, 31. Dec 08, 00:56

I've had a couple of problems since the last patch.

I've simply overwitten my existing files. Done a save & reload.

Now the mod seems 1/2 installed.
Goblins work OK
Turrets do not.

Any advise?

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BlkKnight
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Post by BlkKnight » Wed, 31. Dec 08, 10:26

wrong MARS thread, sorry

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j0z
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x3tc

Post by j0z » Tue, 20. Jan 09, 20:13

I have a problem with a new game started with MARS.
The script is loaded without any problem but when i go to the ai menu, 2 of the 3 MARS selections seems like this :
al.plugin.gz.mars.enemy.mine
the same for satdeploy but when i activate it, it go to the normal.
But not the enemy setup :!:

the voice say it's loaded but it's always look like there is a problem...

I play with XTM 7.5, RRF, FCS mk3, SEWN, PiloteIA and a little script for my G15 keyboard.

someone know this problem?

(sorry for my poor english :roll: )

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j0z
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x3tc

Post by j0z » Wed, 21. Jan 09, 19:45

I have not do anything but the enemy line is now ok!
I just have played a moment the game.

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Jaga_Telesin
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x4

Post by Jaga_Telesin » Tue, 24. Feb 09, 05:49

- moved to X3:TC topic -

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Liath
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Post by Liath » Sat, 6. Jun 09, 09:24

Hey Gazz, seems like MARS isn't compatible (well, I'll say they aren't compatible) with TerraCorp Fleet Package. Your MARS ware-snatching goblin Additional Command slot was ganked :(

Is there a way I can manually modify either TCFP or MARS to play nice with one another?

*Course, I haven't really played around with TCFP yet, might not even keep it...
:lol:
If I seem super-critical lately, it's due to having played X2 and X3, which were awesome games. X:R's release was a hard fail, however there *were* improvements, especially with stations, capitals, and capturing/boarding. X4 right now feels like the best parts of X2/3 and Rebirth all got thrown out the friggin window. I'm honestly hopeful that X4 will turn out awesome, but I'm already hugely disappointed in ES as I have seen them do better and really expect more from them.

jumbled
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x4

Post by jumbled » Fri, 3. Jul 09, 07:22

Liath wrote:Hey Gazz, seems like MARS isn't compatible (well, I'll say they aren't compatible) with TerraCorp Fleet Package. Your MARS ware-snatching goblin Additional Command slot was ganked :(

Is there a way I can manually modify either TCFP or MARS to play nice with one another?
I've already done this by setting the MARS key to SHIP_55, which on my config isn't used by anything else (so far). Haven't actually tested it, but I can feel fairly certain it'll work cuz before I would lose one key for another as they were overwritten and functions were replaced. Now they're on separate keys.

Steel Code
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x3

Post by Steel Code » Tue, 22. Sep 09, 11:47

Does each capital ship in your fleet need to have this command activated in the command console for this to work,or just the players lead ship?

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Gazz
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Post by Gazz » Tue, 6. Oct 09, 19:14

Version 3.05 released.

"Laser not available" does no longer use any audible signal.
Instead it generates a silent log message.
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.

Aliens62
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Joined: Fri, 26. Mar 04, 08:55
x3tc

Post by Aliens62 » Fri, 18. Dec 09, 12:29

Would someone be kind enough to tell me how to install this script. I,m a bit of a pussy when it comes to modding and upto now have only used Cycrows installer to add scripts as it is excellent for people who don,t know where to put things (like me!!).
Since this script doesn,t come in .SPK format I don,t have that option, but would really like to use this.

Ta much!!

Treelor
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Post by Treelor » Fri, 18. Dec 09, 18:10

Just drop the folders from the .zip file into your X3 folder. Easy as that.

Aliens62
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x3tc

Post by Aliens62 » Sun, 20. Dec 09, 21:01

Cheers chap!!

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