-new Script : TK.Software Combat Simulator v.01

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Kailric
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-new Script : TK.Software Combat Simulator v.01

Post by Kailric » Fri, 14. May 04, 15:28

TK.Software Combat Simulator V.01
DownLoad wrote:Here is a Default Scripts Version:
It should be compatable with all other scripts..it uses Piracy command slots 0 to 8 and TwareT code 5943.
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http://webpages.charter.net/kailric/TK. ... cripts.zip
DownLoad wrote: WARNING: In this version most commands only works with Xai Corp Advanced Combat Project v 1.4.
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http://webpages.charter.net/kailric/TK. ... 20v.01.zip
DONE: I will update this to use default AI when I return home this evening.

To install unzip to X2 Directory.

While in game to install the simulator run the script "a.Install.Combat.Simulator"

It will install the simulator to your ship, this will add 9 new commands to your ship under Piracy.

Find you a good clear spot to battle. I personaly use Presidents End while in game cause its mostly devoid of action after the invasion starts.

Commands:

Orinoco Attack: Spawns single Orinoco to attack you
Orinoco Barebones: Spawns a very underarmed version of the above Orinoco
SpawnShipsAttack: Spawn any number of any ship to attack. (will edit this in the future to spawn different types of ships as well)
Install Ware: Install any amount of anyware
Multiware Upgrade: Installs basic upgrades and maxes ships hardware
Spawn PirateBase: Spawns Pirate base for you to destroy with all its defences
Destroy Target/All Enemys: Caution this command will destroy your target and all enemys in sector..good way to restart battle
Get Loaded Ship: Spawns any ship with default items and some others as well. Designed for a Nova.
Simulate AI Battle: Spawns 2 ships. One of the player race and one of Pirate...then they battle it out.

Let me know if you would like to see a feature added.
Last edited by Kailric on Sat, 15. May 04, 13:05, edited 3 times in total.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle

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XU Vagabond
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Post by XU Vagabond » Fri, 14. May 04, 15:32

i thing i can think of that you should not be able to cap them.

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Kailric
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Post by Kailric » Fri, 14. May 04, 15:39

nabeshin wrote:i thing i can think of that you should not be able to cap them.
You mean you should not be able to capture them?

I can script that I think. Everytime a ship is captured it calls the Ship.Signal.Captured script. You could just add in a line that would destroy itself. Will look into that.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle

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Kailric
Posts: 985
Joined: Sun, 7. Dec 03, 05:15
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Post by Kailric » Fri, 14. May 04, 23:01

I added the default scripts version..see first post.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle

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