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 X-Force - Fight For Destiny - Forum —› English - gamesets —› Scripts

Autor Mitteilung
verfasst am: 23.07.2008, 13:34

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109

Script for test (sorry, very ugly and unclean)

Create escort from mainship and (1-10) escort ship.
If mainship see enemy at 1000 range escort ship will attack.
Convoy lead to random town.
After mainship shootdown it cargomodule escaped, and after some time begin to move to nearest town.
If ground_win you take some cargo (random known item).
Else ten UFO try to find and attack base.

Ships ID currently for "The Last hope", commented for default.pak.

Please feedback. I will lost internet for week or more.

Have a fun
verfasst am: 25.07.2008, 12:52
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5595
I made only a quick check, not enough to give feedback - I don't have enough time for that at the moment.

This post is just to tell you that we don't ignore it, feedback will follow when I have more time...
verfasst am: 25.07.2008, 19:17
Registrierdatum: 30.11.2007, 21:58

 Beiträge: 165
I cant script but if you tell me how to put it in the gameset i won't hesitate to try it out.
verfasst am: 25.07.2008, 20:49
Spielsatz Darkage

Registrierdatum: 01.03.2005, 13:47

 Beiträge: 1846
you need the script that deactivates random UFOs.
GalWar and Dark Age use it, the others I don't know.

easiest way: open gameset, new script and copy it.
Change the UFO-IDs to that of the used gameset.
Then open the RandomUFO-script and in the line
set the Name of the script for "UKIAuswahl"
that should do the trick, but I think its likely that this makes problems in the galwar (there are scripts counting UFOs). DarkAge doesn't use its own UKIscripts at the moment so it should work.
verfasst am: 10.06.2009, 09:09 · Edited by: gnfalex

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Several new script
All is Ranged-AI (script>bedinqunqen>(must be RangedEffect) , munition/weapon propeties> Range-Effekt bei Treffer >script; enter scriptname )
1. Medikit.xms - heal 10% of health and remove fatal wound;
2. Stimpack.xms - increase Timeunits twice for 3 round by cost of half health and then discrease Timeunits and visionrange twice by 9 round;
3. Fatal_wound.xms (used with wounded.xms that must be set as unit-AI (script>bedinqunqen>(must be Einheiten-KI)) After hit, discrease unit health by 10% every round.

Please send suggestion and feedback

Have a fun

PS. It is possible to add text field (string) to TGameFigure, like User-Tag, where status modificer and their remaining time is to be writen? For example : 'stun,3,panic,1,wound,10' (stun for 3 round, panic for 1 round and wound 10 health per second). I try to write at end if unit name, but'12345'

cause error "Zurgziffsverletsung bei Adresse 00404DE4 in Modul "XFORCE.EXE" Lessen von Adresse 0033229"
verfasst am: 15.06.2009, 09:38 · Edited by: gnfalex

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Next work - test_mod for additional non-producable resource. If ground is win, player aqure mining and refinery complexes, that produce given amount of component per day.
PS. Find a mistake - for factory build usertag of Refined must be Ore,Refinery,80 not Ore,Refinery2,100. Sorry.
PPS. Bugs cleaned and reuploaded. 16.06.09 2009. Now daily production can be any. It's stop if storage space is limited or if in storage already exist 3-days production.

Have a fun
verfasst am: 15.06.2009, 09:57
Programmierer, allgemeines

Registrierdatum: 06.06.2004, 17:19

 Beiträge: 3186
Zitat: gnfalex'12345'

cause error "Zurgziffsverletsung bei Adresse 00404DE4 in Modul "XFORCE.EXE" Lessen von Adresse 0033229"

Medit or xforce? In medit belongs no Object to figure.
verfasst am: 15.06.2009, 11:23

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
? In Xforce (at least in b01, don't try in b02-b03). You can check it by add unit renaming in Soldier-AI-script.
verfasst am: 15.06.2009, 12:25
Programmierer, allgemeines

Registrierdatum: 06.06.2004, 17:19

 Beiträge: 3186
Zitat: gnfalex'12345'

cause error "Zurgziffsverletsung bei Adresse 00404DE4 in Modul "XFORCE.EXE" Lessen von Adresse 0033229"

2210 (fixed in b04)
verfasst am: 26.06.2009, 08:28

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Health pack v2 (testmod)

Available effects:
medikit-heal wound, restore some health
stimpak-temporarly double TU (for 3 round), then descrease it (for 9 round)
stun-stun unit for 3 round
panic-randromly runs and rotating (for 3 round)
wound-loss health with time
crazy-begin to shoot at nearest unit
bersecer-run to enemy and shoot from minimal range
Chances to take effect, and durationts are stored into modificer.xms

1. I don't touch AlienAI_default, so most of effects available only for soldiers (i.e. only player unit will take fatal wound, etc).
2. I don't sure, how crazy will work during alien round. I will do it also more complex and longer in time (now it onle in current round, because unit is still friendly). May be it can mutate into 'psi-control'.

Question: What mean figure.FigureStatus and figure.AIGroup and is it changable? I try to change, but recieve error "Zurgziffsverletsung bei Adresse..."
verfasst am: 26.06.2009, 09:01
Admin, Spielsatz GalWar

Registrierdatum: 31.08.2005, 21:51

 Beiträge: 5595
Zitat: gnfalex
is it changable

The symbol on a value in the scripteditor explorer windows (left side) shows wether a value is read-only or read/write.

Zitat: gnfalex

It's a mix between friend/foe and special filters

Zitat: gnfalex

All soldiers are one AIGroup, all Aliens are the other.
This data allows to check which other units are on the same (or the enemy's) side
verfasst am: 01.07.2009, 15:16

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Next script:

Testmod for science split.

Main goal : to select research way by forcing some research and slowing other. If You choose one branch, You will not lost other, but it's need much more time. Example : defence, mobility and initiative doctrine.

Can be used for idea in forum (thanks to ? sorry, can't find this topic): research branch speedup after somewhat was finded and researched.

Have 3 research branches, that will be choosen after base research complete. Defautl time to research 500 hours, descreased 85,160 and 190.

Structure: one script, that will lauched by 'research complete'.
In began it holded all constant and variables, needed to accomodation to another mod.

Both figure.Status and figure.AIGroup marked as read/write (two red arrow)
verfasst am: 01.07.2009, 19:07

Registrierdatum: 24.11.2006, 14:22

 Beiträge: 568
Wow gnfalex, realy good job!
Isn't it better to decreese the health one by one(point), than by 10% eatch round? So the Soldier can die, otherwise he will have somthing like 0,09999 (if health is not integer).
Just a suggestion...
verfasst am: 01.07.2009, 19:51 · Edited by: sujin
Spielsatz Alliances

Registrierdatum: 14.07.2004, 14:47

 Beiträge: 1185
The health is an integer. See documentation of TGameFigure (I know it's german, but there is no english version and there is no german text at the side).
Zitat: fox_1
Isn't it better to decreese the health one by one(point)

Maybe it would be better to add a minimum damage of e.g. 1 by adding a '+1' at the end of the current formula. Another way would be decreasing the current health by x% of the maximum health - that would enable a death by the damage-over-time-effect too, and would still refer to the unit's overall strengt.
verfasst am: 02.07.2009, 09:31

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Thanks! :-)

Sorry, I very bad in explaining.
In current health discreased by 10% of maximal (not current) health every round (if soldier had 70 max. HP then he loss 7 HP per round).
In health2.pak health discreased by 2 HP per wounding weapon hit (i.e. if soldier take 5 hit, he lost 10 HP per round).
I think about 5% per wounding weapon hit (i.e. if soldier take 2 hit, he lost 10 % of max HP per round). Is it have sense?

Have You any more suggestion? Or ideas?

Thanks for link. I can't navigate through Wiki because errors in my system.
P.S. To view this page even throught direct link language in right-up corner MUST be German
verfasst am: 11.07.2009, 13:10

Registrierdatum: 01.07.2008, 07:53

 Beiträge: 109
Second fuel is come!

This is testmod for second fuel system. It contain only these function and can be importable into any gameset.
Carefully to change these item for automatical fuel produce: old oil rig, old refinery, oil, benzin, oil rig, refinery.

refuel_const - constants for mod-adapting, some function
refuel_assign - once per day check existing aircraft and send new to refuel_aircraft.
refuel_aircraft - main module.
add_restest_* - scripts for create resource producing base and automatical fuel produce (atfer ground is finished)
uni_functions - some useful functions

Current level of fuel is shown at name (aircraft -123 fuel=23)
Refresh every game minute in move and refuel or once per day if stay on base.

If low fuel then try to return on base. If dont it let manually then aircraft (and, very rarerly, game. I can't find what) will crash.
Fuel reserve is 5% from tank volume.

I didn't find way to link fuel consume with engine type :-(, so it linked with aircraftmodel name.
Type of fuel, tank volume, and fuel comsume per 1000 km is coded into aircraftmodel name. aircraft(0,FF,10.5) is mean 0 fuel type, 255 tank volume, consume 10.5 per 1000 km. After script accepting this data removed from aircraft name.
All data is stored on refuel_const. If no data is exist, used only standart fuel.

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