[script] Turret Missile Defense Mk2 v1.01 [link updated]
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[script] Turret Missile Defense Mk2 v1.01 [link updated]
This is a "simple" edit to the egosoft turret missile defense. If you've ever been annoyed that the missle defense setting reverts to shooting at enemies when no missles are flying, this is for you.
Turret command is titled "Advanced Missile Defense" when you're selecting it. Works the same as the regular, requires fight command mk2 to be an option.
Thanks goes to Red Spot and Eladan for their input on this.
Missile Def Mk2.spk
Turret command is titled "Advanced Missile Defense" when you're selecting it. Works the same as the regular, requires fight command mk2 to be an option.
Thanks goes to Red Spot and Eladan for their input on this.
Missile Def Mk2.spk
Last edited by fud on Tue, 9. Jan 07, 14:02, edited 1 time in total.
Cheers heaps Fud, I'll be looking forward to running it! Free M1 for you. Gotta go snooze now, Christmas waits for no tradesman, or do the clients.
"Although that question is less stupid, it was asked in a profoundly stupid manner." - Prof Farnesworth
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A diff signature every few months (not guaranteed, warranteed or warranted)
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A diff signature every few months (not guaranteed, warranteed or warranted)
the stock missile defense will not target an enemy ship unless they've scored a successful hit. while it's "about" the same thing, it's not the same thing. i could fly around for hours waiting on some of these idiot AI ships to hit my titan a few times so the turrets will attack them. so i just leave it on attack enemy and absorb the missiles. luckily i've never had anyone firestorm me.
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As well as those of us who also don't want their MD turrets wasting ammo on anything that isn't a missile. I've got 4 streams of searing, radioactive plasma washing over them, I don't need any help from my li'l turret buddies...fud wrote:This script was more suited towards the people that were fed up with their turrets shooting up ships that were potential bail outs. *My* reasoning for pursuing it, was having your own missles shot down by them, as they were shooting at enemy ships when no missles were there.
Thanks much, fud. Now I can carry half the ammo crates and save that much cargo space, among other benefits.
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I would like to have a script like that as well. shoots ememies but also shoots missiles as well. Not just wait until i'm hit. Would be nice having a nice amount of turrent scripts...JMCorp wrote:while you're at it make an "attack enemies" that shoots at enemy ships but targets missiles first? the default attack enemies ignores missiles completely. the default missile defense will not attack an enemy until it has shot at you and HIT first. really annoying.
fud wrote:I'm not sure there's any way to discriminate missile types. It just looks for a missile object.
*out of the naked brain coding ....*
at the top of the script where it looks for a missile ..
add something under it like this;
if $missile exists
$type get type of ware; $missile
skip if $type != [not to shoot at type]
$missile == null
end
G
Would this be about right...
Code: Select all
$victim = [THIS] -> find nearest missile aiming to me
010 if $victim -> exists
011
012 if $victim == Hammerhead Missile
013 break
014 end
015
016 set script command target: $victim
Does it look remotly as what I showed ...arcana75 wrote:Would this be about right...
Also note the word "add" in my previous post .. its there cause of a reason ..
(there are much better ways of implementing it than that I showed, but the way I showed should be a good "start" .. Once you have it working without causing infinite loops you may want to try and optimize the script, altho it would have little use, besides being a good experiance, as I already stipped all mumbo-jumbo from the from the script when I cut the lines to stop it targeting ships)
G
Actually I have no clue what you typed, I'm not a scripterRed Spot wrote:Does it look remotly as what I showed ...arcana75 wrote:Would this be about right...
Also note the word "add" in my previous post .. its there cause of a reason ..
(there are much better ways of implementing it than that I showed, but the way I showed should be a good "start" .. Once you have it working without causing infinite loops you may want to try and optimize the script, altho it would have little use, besides being a good experiance, as I already stipped all mumbo-jumbo from the from the script when I cut the lines to stop it targeting ships)