M1 Fighter Launch And Control

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KarlHemmings
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M1 Fighter Launch And Control

Post by KarlHemmings » Thu, 7. Apr 05, 23:57

Gala Do Presents TelCat 1.6 available from This Post

Follow the link - then free and then pick up the script.
The readme was written by Gala Do and spoiled by myself afer a trip to the Prince of Wales in Aberdeen.... sorry about that Gala Do - if you want to beat me up about it; PoW Friday night... name the date - I'll buy the first round :)

So what is TelCat - a way to change your M1 from a showroom to a tactical fighter platform. Out arming any M2 (100 M3 Nova = 2xBHEPT x 100, 3x25MW x 100, 100x GPAC, 5x100 Hornet + M1). Getting more close than an M2 ever can and much more.

Is it good? Well give it a try, I certainly think so...
Last edited by KarlHemmings on Fri, 8. Apr 05, 16:41, edited 1 time in total.

The_Vamp
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Post by The_Vamp » Fri, 8. Apr 05, 08:24

Um, I know that I need to be respectful of others who dont use English as their native language, but dude, what the heck?
"Is it good? [edited for minors]"
That line about brought tears to my eyes. The folks at whatever translation software you are using are pretty darn funny.

It looks like a good script, can someone translate this for us?
Thanks!
Last edited by The_Vamp on Fri, 8. Apr 05, 18:35, edited 1 time in total.

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mega|Doc
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Post by mega|Doc » Fri, 8. Apr 05, 08:45

http://rapidshare.de/files/1173697/TelCat_160.zip.html


Here is the Readme:

Code: Select all

TelCat - Teleporter Catapult 
2005 by Ghalador, aka Gala DO. 
English readme edited by KarlHemmings

* Current version: 1.60 

Introduction 
Gentlemen, we have enhanced our battleship capability with the introduction of highly trained Military Personnel and the AEGIS weapons control platform. It is recognized however that Pirates will hide in asteroid belts and they together with the xenon tend to attack heavily populated areas. There are places a battleship can not go and at times sending in fighters is a more expedient solution. 
At the moment launching and retrieving fighters is a slow and painful process, individually selecting a fighter to re-arm it, commanding it to launch, building up the fighter wing, monitoring it in battle, calling it back. The micro management of the fighter wing results in un-necessary losses in combat. 

In recognition of this we asked for a team of our best scientists, headed by Gala Do, to work on a way to automate fighter wing deployment and retrieval. 

1.0) Description: 
As the name says, TelCat is a catapult-launching-device for your M1 carrier. Your fighters will no longer need to go through the normal docking/launch procedure. They will be cast directly into space using the Goner transporter and retrieved in the same way, or if installed use a docking computer to return. 
But TelCat is more. You can form up squadrons and your fighter will be equipped with ammo and missiles. The launched ships will attack your targets and it is possible for the first time that the carrier is stronger than any Destroyer could be. 
This is no miracle. One carrier with -say- 100 Novas aboard provides an incredible battle strength. 300 Guns, 7500MW Shields, 500 Hornets ...without even counting the carrier. 

2.0) Requirements: 

2.1) An M1 carrier with fighters on board (M3, M4 or M5) 

2.2) Every fighter needs a transporter device (Goner), or as an option a docking computer. 
Don't go crazy while equipping 100+ fighter with a transporter device! Take a look at 3.3 instead. Likewise see 3.4 for installation of the docking computer 

2.3) The carrier also needs a transporter device, without this you will not see the TelCat commands. 

2.4) Every fighter needs fight software MK2 in order to be launched. No auto equip for this. But since you can buy this in every equipment dock ...equip it while you buy your fighter! 

2.5) You DON'T need video enhancement goggles in your fighter! Since the AI can't use them TelCat identifies ships with goggles as "players own" and will not touch them! 

2.6) Optionally: One or more TS class ships on board the carrier as with the carrier as homebase (for the automatic armament of fighters with rockets). 


3.0) Command structure: TelCat consists of 3 secondary instructions. 

3.1) *** Start "Install Fleet": 
Simply press ENTER 
This command will give every fighter on board (without goggles) the carrier as homebase. It activates the tail gun (Nova - rocket def, or gunnery crew if 1 personal aboard). It rearms the fighter with 10*mass driver ammo, 5 of the strongest attack missiles available plus 5 mosquitoes. It also checks, if your fighter is fully armed and shielded, it does not check the strength of the weapons or shields, only that they are available. If a fighter is missing any required equipment a short BEEP sounds and a message is registered in the personal log. TelCat can rename your ships, can transfer the launch commands from the carrier to every fighter onboard and it can send out your fighter(s) to buy the docking computer or transporter device. 
Warning! Hornets are expensive. It might not look it at first sight, however 150 fighters with 5 hornets each is a lot of money (7.5 million) 

*** Overview of commands and Status: 
help or status (all commands are case-sensitive - "HELP" is invalid) 

*** Auto-Rearm 
r0 (off), r1 (on), rm (manually - only in "Install Fleet", not be4 the catapult start). 
re (external - like r1, but the script expects another script to resupply the carrier with missiles and ammo) 
Standard: off 

*** Auto-Rename 
n0 (off), n1 (on) 
Standard: off 
The name reads: Name of the carrier + hunter class + number 

*** Damage-Control (hull) 
d0, d25, d50, d75, d100 
Standard: off (d0) 
The number represents % acceptable hull damage. Fighter with hull below this number will not launch, or will be called back to the carrier if you enter -1 (minus one) when initiating the DOCK command. 
Note: d0 launches every fighter and calls back fighter with less than 25%. 

*** Launch Missile Probability from carrier to fighter 
l0 (off), l1 (on) 
Standard: off 
If this command is on, every fighter will get the same launch missile probability as set in the homecarrier, every time you execute "Install Fleet". 

*** Store ware on stock
store
Everytime "store" is entered into the console, TelCat will count through every missile in every docked TS with homebase THIScarrier - like the rearm script does. But then the found amount will be stored in local variables. This is used as orientation for external resuppy scripts, so they know what is needed. Value in variable minus rockets onboard.

*** Any wrong input will result in a helpscreen in your log. 

3.2) Player ships are recognized by installed video enhancement goggles. They will not be readied for battle, nor launched, unless you give them the carrier as homebase manually. 

3.3) If the Goner Temple is your target while executing this command, every fighter without a Transporter-Device will go and buy one and then return home. Since the carrier AND every fighter needs one...this command can come in handy. 

3.4) Same procedure as 3.3 if you want to equip your fighters with a docking computer. 
Note: If you do not have the money to cover the costs of either the transporter device or the docking computer your fighter will return without it. 

3.5) If a shipyard is your target while executing this command, every damaged fighter will dock and wait. After you have repaired them, you can call them back via station broadcast. 

3.6) Any missiles or ammo for the auto-rearm feature must be stored in one or more TS with homebase "THIS carrier" which is/are docked in "THIS carrier"! Any TS will do, any number will be ok, as long as they are docked in their homebase-carrier. 
The cargohold of the carrier will NOT be checked for equipment! 

4) Command overview: TelCat: Launch Fighter 

4.1) You can specify a class and a number. 

*** If you enter 0, every fighter will launch. 

*** If you enter 40, 40 mixed fighter will launch. 

*** If you enter 3040, 40 M3 will launch -> also 50+amount for M5 and 40+amount for M4. 

4.2) The fighters will form up as a fighter wing. Target an m6, launch 16 fighters - bingo = M6 with 16 fighter wing. If no target is selected, the fighters will join YOUR ship, as long as you are in the same Sector with the carrier. If you are OOS they will escort the carrier. 
Note: If you target an enemy ship, they will form a fighter wing attack and then form up with your ship. 

5) Command overview: TelCat: Dock Fighter 

5.1) Same number code as LAUNCH. So 5020 calls 20 M5 back. 

5.2) You can also call via your target. Target one of your TS and only TS will dock (if the carrier is their homebase). 
In addition if you want to call back some of your fighter wing; say 6 M4s, target an M4 and enter 6. 

5.3) Enter -1 to call back damaged fighters. (depends on the setting of the TelCat-Damage control, but will at least always call fighters below 25% hull). 

5.4) Enter -2 to call back every fighter with shields below 50%. 

5.5) The docking computer is optional. It is not needed...but comes in very handy. Fighter equipped with one will use it. You can equip every single fighter per autoscript - see: 3.4 

Note: Fighters with a docking computer installed will have a tactical advantage in case their homebase carrier is destroyed. In order they try; 
a. Re-assign to another player M1 in sector. 
b. Escape to a friendly station within 2 sectors. 
c. At least leave the current sector. 
d. If all else fails Banzai - they attack anything that is 'red'. 
Fighters without a docking computer will not have this advantage. 

6) Contact, sugestions, flames: 
The original thread to this script is here: 
http://www.egosoft.com/x2/forum/viewtopic.php?t=75360&postdays=0&postorder=asc&start=0 
Although it is a german thread, english is allways welcome
"Das Weltall ist ein Kreis, dessen Mittelpunkt überall, dessen Umfang nirgends ist."
Blaise Pascal (19.06.1623 - 19.08.1662)

KarlHemmings
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Post by KarlHemmings » Fri, 8. Apr 05, 10:46

The_Vamp wrote:Um, I know that I need to be respectful of others who dont use English as their native language, but dude, what the hell?
"Is it good? edit"
That line about brought tears to my eyes. The folks at whatever translation software you are using are pretty damn funny.

It looks like a good script, can someone translate this for us?
Thanks!
No offence was taken - I am English.... in my defence I was tired and had posted late at night (for me).
Just to clarify the 1.6 release has an English read-me and a "44" t file.

EDIT 3:45pm
It has been explained to me - I'm 43 and to be honest this never even occured to me. I have edited my original post and can only hope that I did not cause offence.
Last edited by KarlHemmings on Fri, 8. Apr 05, 16:44, edited 1 time in total.

Ghalador
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Post by Ghalador » Fri, 8. Apr 05, 10:51

...and here's an X2-video cap, in case someone wants to see this script in action:
http://rapidshare.de/files/1173682/TelC ... t.rec.html
Have fun: Gala Do.

The_Vamp
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Post by The_Vamp » Fri, 8. Apr 05, 18:33

KarlHemmings wrote:No offence was taken - I am English.... in my defence I was tired and had posted late at night (for me).
Just to clarify the 1.6 release has an English read-me and a "44" t file.

EDIT 3:45pm
It has been explained to me - I'm 43 and to be honest this never even occured to me. I have edited my original post and can only hope that I did not cause offence.
No worries mate. It was pretty darn funny IMHO.

Thanks for the translation!
The Vamp!

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Burianek
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Post by Burianek » Sat, 9. Apr 05, 00:21

Huh, I must've missed something when I originally read that post yesterday. I didn't pick up on anything that needed editing.
My moderating skills must be slipping :)
Cheers.
"Nature's first green is gold" . . . stay golden.

KarlHemmings
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Post by KarlHemmings » Sun, 10. Apr 05, 00:11

The_Vamp wrote:
KarlHemmings wrote:No offence was taken - I am English.... in my defence I was tired and had posted late at night (for me).
Just to clarify the 1.6 release has an English read-me and a "44" t file.

EDIT 3:45pm
It has been explained to me - I'm 43 and to be honest this never even occured to me. I have edited my original post and can only hope that I did not cause offence.
No worries mate. It was pretty darn funny IMHO.

Thanks for the translation!
The Vamp!
:oops: It was my 18 year old assistant that fell about laughing that told me...

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TSM
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Post by TSM » Sun, 10. Apr 05, 00:39

any known clashes as Ideaspys version has :|

**EDIT** yes it clashes with FCMK3 aka Markspatrol script :(

Code: Select all

2010   1230  Resupply fighter wing             440098.xml
2010   1230  \033BTelCat:\033X LAUNCH Fighter  440256.xml  
      
2011  Script Cmd Shorts   Short version of commandos
2011   1230  RSFW                                             440098.xml
2011   1230  Launch                                           440256.xml

2022  Command Info  Command Info, 'I' key

2022   1230  Give this command to a formation leader to dock 440098.xml
2022   1230  This command launches fighter via catapult.\nEv  440256.xml
The above information created by X2 Script Conflict reporter by Carl W Sumner
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KarlHemmings
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Post by KarlHemmings » Mon, 11. Apr 05, 00:07

Hi
Yep we knew about that. I am not too sure how much I can say....
Read the German forum ..... er ....
Sorry,

Karl

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TSM
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Post by TSM » Mon, 11. Apr 05, 00:10

its cool Karl i love the ship chatter as they return as for the clash I am working on a way around it on my game :)
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KarlHemmings
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Post by KarlHemmings » Mon, 11. Apr 05, 00:24

Hi
The chatter is cool - I think it is the orginal moon landing "The Eagle has Landed"...
Karl

rustybucket
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Post by rustybucket » Fri, 15. Apr 05, 00:40

These are the scripts I was able to download from this package:

fleetprep.sp
fleetprep
land.cat
land.host
land
launch.cat
launch.host
launch
rearm
setcom
signal.K
store stock
vclick
strat.telcat

None of these packages are mentioned in the Read Me, nor are there any command lines installed on the command bars. Can someone tell me how to work this thing?

The 'help' file mentions command inputs for:

Auto Rename
Auto Rearm
Damage Control
Missile Launch
Store Misiles and Ammo

I am not sure how any of that ties into these scripts.

E.R.Hyland
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Post by E.R.Hyland » Mon, 18. Apr 05, 03:13

This was a little disappointing.

To re-arm at the push of a key good.

Transporting ships in to action bad.

And things that are really need not here.

Like assigning fighters in to wings.

Commands for wing Attack 's.
" " Protect 's.
" " Scramble 's
" " Combat Air Patrol.
" " Jump Strike
" " Reinforce
" " Recall.

You know carrier commands.

The-Prophet
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Post by The-Prophet » Mon, 18. Apr 05, 03:28

i personally (no offence ofcourse) prefer marks script as it sets small groups which will leave once an enermy is in its scanner range and once the pirate xenon, khaak or paranid ship in my case has been destroyed it returns straight away well enough of that, i leave. sounds good though i might try it but it sound like more work for me.
If noone lives in a house of nothing, with nothing and nobody, when nobody comes to the door and noone answers it noone pats nobody on the back and invites nobody in. noone wants nothing and has nothing, is noone happy?

Stonerkrieg
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Post by Stonerkrieg » Fri, 22. Apr 05, 21:37

Heh,heh.108 novas launched in 45 seconds. :D
But I hear what E.R.Hyland is saying.Now maybe if you combined this script with XAI Corp's Fleet commander we'll have actual carriers the way they are supposed to be. :idea: Hmmmm.

KarlHemmings
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Post by KarlHemmings » Fri, 22. Apr 05, 21:41

:D

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Red Spot
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Post by Red Spot » Mon, 25. Apr 05, 14:58

dear Mr Hemmings


could I pls rip your script off for pers use?? .. :roll:

like the idea about launching fighters at a fast pass ..

but I'd like to do it "my" way .. but your script provides me with the basics .. would make it easy for to use as reference/model ..

tnx in adv.

KarlHemmings
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Post by KarlHemmings » Tue, 26. Apr 05, 08:58

Hi G5 - The script is not mine but Ghalador's.
He is working with Lucike on its development in the German forum.

I am not sure what the etiquette is in taking a script and changing it for your own use.. Maybe Burianek could advise?

Karl

AdmiralTigerclaw
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Post by AdmiralTigerclaw » Tue, 26. Apr 05, 09:58

"All's fair in Love and War."

This certainly isn't Love.

LET THE BATTLE BEGIN!

I'd say having multiple variants of the same script (Competition) would allow players to choose the dynamics they want. For instant, the Telcat I don't like because of the Logistics involved in setting X amount of fighters with a transporter device you can get from only one single station in the entire galaxy. Thus I asked milling to set up a variant to that script that will make use of an expensive upgrade rather than a set of normal upgrades who's logistics would be a nightmare for a larger fleet to operate with.

The 'upgrade' is called as I name it, a 'Catapult Refit' and suspending a certain level of your imagination, you would technically upgrade your Colossus with a retrofit that adds high speed catapult bays to it. Rather than make a teleporter that links to a 'teleport beacon' on every fighter.

It depends on how you want it to behave.

However, credit to any concept you worked with, or code you stripped is always good where it is due. After all, copying Telcat and then calling it your own would be bad manners.

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