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    Thread: X-Tended - Albion Prelude Experimental Version (hotfix 2.2a)

    1. #131
      TXU Ultra Hero K.J.'s Avatar
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      my brother confirmed that the large capitals (M2 and M1, but griffon worked strangely enough...) had no turret tasks
      you could try to add all the scripts in x3ap/scripts to addon/scripts ... not sure if that will fix it



    2. #132
      TXU New Member Shimrod's Avatar
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      I had a look at the turret scripts and refreshed my memory on how it works:

      TC
      - Turret scripts have .std and .adv variants
      - Global script map init maps the .adv variants to NPC races and .std variants to player
      - They're both pretty much the same except .adv launches the !turret.swaptask.adv task on the ship, enabling laser switching for NPCs.
      AP
      - There are no longer .adv and .std variants.
      - All the turret scripts now just contain 1 line, a call into !plugin.gz.missile.def.mk3.xml with a numeric Script parameter
      - E.g.
      Code:
      !turret.killcaptials.std.xml
      001 @ = [THIS] -> call script '!plugin.gz.missile.def.mk3' :  turret id=null  Script=13
      002   return null
      - The Script parameter indexes into global config arrays containing settings for each turret command, segregated into NPC and player configs
      - The player side configs are manipulated through the Options -> Gameplay -> Turret Command Configuration menu (!plugin.gz.missile.def.mk3.menu.xml)
      - There's no setup script, instead !plugin.gz.missile.def.mk3 initializes the configs if they don't exist via !plugin.gz.missile.def.mk3.menu.

      So it looks like to fix this:
      1. Redirect mappings from the plugin.XTC.Turret.* into the appropriate !turret.*.std.xml variants (straightforward)
      2. Integrate the ECM changes into !plugin.gz.missile.def.mk3 (pain)

      Bringing over the TC .adv scripts might help work around, but it won't be running the new AP logic. The new logic launches countermissiles, intercepts missiles incoming to allies (IIRC), may work on missile turrets (from a quick glance), has a lot of smarts in there now.

      To work around myself it I've simply enabled Smart Turrets on NPC ships, though it lacks the ECM instrumentation. MARS can be enabled for NPCs as well.

      Last edited by Shimrod; 06-05-2014 at 10:33 PM.

    3. #133
      TXU Ultra Hero K.J.'s Avatar
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      i see.. well the plan was to use standard turrets because modifying md mk3 is a pain.
      The anti missile mosquitos are somewhat redundant as there already is missile defense (besides lasers) which would make missiles pretty weak (+ the laser part was is way too strong against missiles so they would be useless)

      Edit: I deleted all !turret.* scripts in addon/scripts, then copied all !turret.* scripts from /scripts to addon/scripts -> all capitals have Turret scripts as usual (once they have been respawned -> use xtc genocide cheat script to force respawn)

      Last edited by K.J.; 07-05-2014 at 01:45 PM.


    4. #134
      TXU New Member vindr201's Avatar
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      Does anyone know if there is a way to enable complexing Terran Mines in the AP version? It seems a little weird that it reverted to the TC issue.


    5. #135
      TXU New Member aerar's Avatar
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      iIs OK traders compatible?


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