Upgrade to Mark's Patrol and Wing scripts V2.1 02-02-05
Posted: Mon, 29. Nov 04, 03:33
Mark's Patrol and Wing scripts have been upgraded and expanded to version 2.1b.
Patrol Sector and Multiple sector commands are in the Patrol script. Garrison and Wing Missile Attack and Assign Wingman commands are in the Wing script. The Re-arm Wing or Convoy command is in the Resupply script so it can be used by it's self.
These commands work for both large and small ships.
Note that this is Not the signed patrol script.
Marks Patrol Commands V2.1
Mark's patrol commands patrol single sectors or a list of sectors. It is similar to the signed patrol script but also allows small ships to lead a fighter wing. Scans for reports of enemies from player owned ships and stations in the sector. Restores race relations after a fight to avoid wars.
Marks Wing commands V2.1
Mark's Wing commands set a wing to garrison duty at a station or command a mass missile attack on a target. The Garrison fighter wing will scan for enemies but stay docked at the station until needed. The Assign a Wingman command gives better coordination of wingmen. Also, M5 scout fighters are assigned to missile defense. They only attack missiles aimed at the leader. This is very usefull for capital ships.
Marks Resupply commands V2.1
Mark's Resupply commands allow a leader to resupply or rearm a wing or convoy all at once. This command can also be used on following cargo ships. It pays for items bought and fixes a bug that caused upgrades to be left unavailable. Also able to load items from player stations and big ships.
Patrol Sector and Multiple sector commands are in the Patrol script. Garrison and Wing Missile Attack and Assign Wingman commands are in the Wing script. The Re-arm Wing or Convoy command is in the Resupply script so it can be used by it's self.
These commands work for both large and small ships.
Note that this is Not the signed patrol script.
Marks Patrol Commands V2.1
Mark's patrol commands patrol single sectors or a list of sectors. It is similar to the signed patrol script but also allows small ships to lead a fighter wing. Scans for reports of enemies from player owned ships and stations in the sector. Restores race relations after a fight to avoid wars.
Marks Wing commands V2.1
Mark's Wing commands set a wing to garrison duty at a station or command a mass missile attack on a target. The Garrison fighter wing will scan for enemies but stay docked at the station until needed. The Assign a Wingman command gives better coordination of wingmen. Also, M5 scout fighters are assigned to missile defense. They only attack missiles aimed at the leader. This is very usefull for capital ships.
Marks Resupply commands V2.1
Mark's Resupply commands allow a leader to resupply or rearm a wing or convoy all at once. This command can also be used on following cargo ships. It pays for items bought and fixes a bug that caused upgrades to be left unavailable. Also able to load items from player stations and big ships.
- Changes to 2.1 from Version 2.0:-
* Moved the Assign Wingman command to the Mark's Wing scripts. This is so the wingman can be used separately from the patrol.
* Add code to the Re-Arm command to Check and Fix the quantity of upgrade in the dock if the buy command leaves it zero.
* Fixed a bug that could prevent the wingman from using the jumpdrive to follow the leader.
* Added a new BBS News Message about the Fight Command MkIII. (I'm not sure if this works yet)
* Changed the message on investigation to a call for help if the enemy is bigger.
* Fixed the message from wingmen on leader being killed.
* Automatically Re-start patrol and garrison scripts if the version is updated in the future.
* Moved the Resupply Fighter Wing and Fighter Wing Missile Attack to the Extra command slots so that the ship can continue the previous command afterwards. The command will not show in the status if there was a previous one running, but it still does it. This also avoids a conflict with one of the Xai scripts.
* Adjust the Pause wingman distance according to the size of the leader ship.
Changes to 2.0 from Version 1.5:-
1. Removed Garrison fighter wing, Resupply fighter wing and Fighter wing missile strike and make into new scripts.
2. Changed the Patrol Sectors commands to use a Select Sector command and then a Patrol Sector command so that any number can be used. The number is limited to 20. The sector patrol can not be stopped and restarted without having to reenter the sectors. Made a new Clear All of Sector List command in the additional command slot.
3. Used new "setup" script instead of "init".
4. Added information displays to menu.
5. Changed scripts to use the ship enemy settings instead of three inputs.
6. Validate the waypoints entered into the patrol single sector command.
7. Remove The missile defense command. M5 scouts assigned as wingman are automatically assigned to missile defense.
8. Moved the Assign Wingman command to the additional commands slot so it does not stop the patrol.
9. Patrols will move into the sector to scan before turning around to go back. The path through a sector will vary. Patrols will go back through the sectors in reverse order instead of going directly to the first sector, unless they are adjacent.
10. Added log messages at start of patrol and on errors.
11. Changed the messages to use the language files instead of imbedded strings.
12. Tested with new Xai version 3.1. If Xai AI is installed it will use it.
13. Changed the scan task to run on task 278 instead of null.
14. Added long range NTDS scan to receive alerts from your other ships and nav sats.
15. Added evasive manuvers to the Missile Defense script.
16. Added a scan capability to go to the assistance of your attacked ships and stations even if the attackers are not set as enemies.
17. The patrol ships will now restore the "enemy" settings after a fight is over, to avoid ships "going mad" and attacking all ships of a type set as friendly. Sometimes it takes a while to get over their "mad", though. The list of relations, to restore, is set when the script is started. If you need to change enemy settings remember to stop and re-start the patrol.
Note that these scripts do not have their own Level functions and depend on the lower level scripts such as "!fight.attack.object" or Xai AI script "fight.attack.laserfire" for level and skill settings.
Also, these commands do not currently charge "salary".
Patch files are included to stop the messages and to use quick scan.