-launch-amount script tweak --> removed the M1s and M2s as target to engage .. instead you get a message .. (AI offcourse will still engage them)
also I more or less forgot about things like nav. sats ..
[06/24/05] --> RS.AI.QFLS (check the last bit off this post)
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Added 06/27/05
-QFLS Auto for M2's and TL's
for M2's .. it will launch (regular way) all docked M3's when an enemy comes within the set range (max. range is 10km)
for TL's .. it will right away launch x wings .. that will patrol around the TL .. engaging all enemies that enter a 10km radius off the TL
-QFLS Fighter Screen
1 special command .. 'QFLS Fighter Screen' this will launch 1 wing and sends them to the designated position ..
the lead-ship is added to a list .. now repeat and build a screen how you like (for instance in front off a gate leading to a xenon-sector)
1 additional command .. 'QFLS Screen Engage' this will order all 'Leaders' that are stored in list to attack the designated target .. after destruction the wings continue killing evrything within 20km range.. returning home if there isnt anything within 20km range off them ..
selecting the Carrier itself will clear the list off fighters (a must do after having fighters docked ..etc.. not needed when you add ships .. this does however mean that you can only have 1 'active screen' /carrier ..
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QFLS --> Quick Fighter Launch System
*Important: You will need to DL the RS.Tools package as well*
In short -- it enables you to use your Carriers (mainly M1's but also M2's, M6's and TL's) as real Carriers
The Commands
-QFLS Auto-
This is the main command of the QFLS-script and only works for M1's ..
it will ask you to input a range (from 0 to quit the command to max. 30 ..(the script does the range *1000 .. so you only have to enter the range in whole km's)
than a number that represents the number off "early warning scouts" you want to have air-born (the max number off scouts is limited at 5..)
now after activating the command .. the Carrier starts scanning for enemies .. and stores any newly found enemies in a list ..
than checking how much off your fighters should be airborn to take on all enemies..
if the carrier finds there are no or to little fighters airborn it will launch fighters ..
fighters will be formed up in wings off max. 4 M3's .. but also could be send out alone (no use in sending more than 1 M3 to take on a single M5 )
do note!! .. here I left a gap (on purpose) the carrier does not "re-launch" fighters .. so if fighters get destroyed the Carrier wil NOT send new fighters out ..
The fighters go straight for their targets .. they do however check for enemies close to them selves (so they wont run past an other enemy) .. and also they do a minimum-range enemy check on the carrier (should enemies be close to the carrier .. the main-target off fighter than becomes its secondary target .. and the target close the carrier its primary ..)
fighters get quick-launched close to carrier (3.2km) in a line towards the primairy-target ..
if the primairy target off the fighter is destroyed or leaves the carriers max-range+10km .. the fighters return home .. but start scanning at max-carrier range for any hostilles in range off the carrier ..
the carrier tries to use ships designated as Leader or Wingman .. but if none are available .. it will pick a random docked M3 as leader ..
the carrier doesnt launch any ships with a hull off 85% and lower (it puts them on 'non-active' and they are taken out off the 'loop')
Scouts
the scouts that are launched will patrol around the carrier .. at carrier max. scan range+20km .. and check for enemies within 15km range .. if they find any .. they will 'signal' the homebase to send fighters to intercept .. the scout will even try to buy some time by launching Drones ..
the fighters will attack in the same way as if they where launched by the carrier .. only now they will only return home .. if the target is killed or if they or the target leaves max carrier scan range+35km ..
*I'm prob missing some features ..*
-QFLS Set Leader/Wingman-
Command for M3's .. enter 1 to designate the ship as Leader .. 2 for Wingman .. anything else to remove the designation ..
-QFLS Recall Fighter-
if a ship is launched by the carrier .. this is often the only way to return the command off the ship back to you .. (it will quit all running tasks .. and set the ship to return home) (requirments -> a 'big ship' as homebase .. Nav Com and Fight Com 1)
-M6 QFLS Auto-
will launch the docked fighter at an M6 .. to 'attack same' .. the ship will redock if there are no more enemies in range ..(no quick launch involved)
-QFLS Launch X-
this is a nice feature .. its been split up in 4 parts .. you first have to select a target .. and an amount off wings (wings will hold 4*M3's and an M4 if available)
if the target is..
-the carrier .. than x-wings go an patrol close around the carrier .. engaging anything hostille that comes close .. but they wont chase ships .. (nice command to keep fighters in the air .. but keep your fire-power concentrated)
-an enemy .. than x-wings will get launched to attack and return .. always scanning for enemies close to them ..
-a station .. than x-wings will dock there
-a non-hostille ship .. than x-wings will patrol close around it .. like with the carrier ..
-QFLS Repair-
finds the nearest shipyard/warf for you and sends all ships with a hull-percentage lower than set by you to that warf/yard ..
(also available on M2/TL's)
-QFLS Equip-
equip docked ships off 'type' with 'max.number' off 'ware' ..
(also available on M2/TL's)
-QFLS Recall-
recall all fighters in sector with the carrier as home exept for M5's..
(also available on M2/TL's)
-the carrier stores all found enemies in range in a list..
and sends out fighters to all enemies ..
-than any next time.. the carrier scans for enemies ..
checks if those enemies are in the list .. if they are do nothing ..
if they are not .. return all newly found enemies and launch fighters at them .. and storing the newly found enemies in the list ..
if an enemy in the list doesnt exist any-more .. the get removed from the list ..
what this means is .. the carrier will always send no more than an x-amount off fighters to any newly found enemy ..
if the target is something big .. like lets say an M6 .. than 12 fighters should get launched .. but wings are no larger than 4 M3's .. so 3 wings are being launched ..(if they are not available .. the carrier will launch what it has .. if the minimum off M3's available is 4 (1 complete wing) or higher)
when enemies have been added to the list .. no more fighters are being send out .. so lets say you find a single M3 .. than the carrier launches a wing off 3 M3's .. might the freak-chance occur that that 1 M3 takes out your 3 M3's .. than the carrier doesnt relaunch any ships (but when ships are destroyed you can be sure that you will hear some "one off your ships is under attack" messages)
-> RS.AI.QFLS
(diff. script/package)
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QFLS for non-player M1's ..
check the "RS.AI.QFLS.Starter"-script .. it has now got 2 ships in it ..(you will have to alter these yourself)
these ships are the ones the script looks for .. and activates the RS.AI.QFLS.Main-script on them in task '508'
(if you decide on using this .. make sure the M1 has enough M3's docked ..
and the starter-script is a loop that runs the script every hour .. and re-activates the main-script on all found ships .. meaning in this 'format' its designed for M1's that or on the map .. else there is no use in looping it )
is more or less a really 'light' version off my RS.QFLS-script ..
there is no input .. just make sure the 'main'-script runs on 'task 508'
the carrier checks for enemies in 20km range (big ships --> 25km)
and launches fighters at any newly found enemies .. always seeing the 'playership' as a new ship if its in range ..
no checks for ships with hull-damage .. or any other non-needed checks ..
NOTE: this does need my RS.Tools-package ..
this is no 'stand-alone' script .. so dont think that by spawning a M1 and installing this script will do anything .. you will "have" to make this fit your game .. (the stock map has M1's that do not have enough M3's docked for this to work properly .. and you will have to run the 'starter'-script manually or make a setup-script..)
so it will start this task on any M1 thats not playerowned (this way the task is always launched if a ship is (re-)spawned (no more need for the 'starter'-script with this .. still I packed it in a diff. .zip in case you dont want to mess with the 'stock'-scripts)
download at This Location ..
G