Turrets Command Cycle for FCS MK2 http://x3.bitspring.com/tcc/ For discussion, technical assistance, and suggestions go to: http://forum3.egosoft.com/viewtopic.php?t=169353 Developed for: X3-Reunion 2.0.02 (REQUIRED) Bonus Pack 3.1.05 Cycrow's Script Manager (REQUIRED) Turret Missile Defence MK2 (required for full functionality) Uses: T File: 8761 (448761.xml) Command: 359 (In Combat Menu) Page ID: None Ware: None What it does: TCC cycles all turrets on the player's current ship through four commands: Alpha - Advanced Missile Defense from Turret Missile Defence MK2 Beta - Default Missile Defense Gamma - Default Protect Ship Delta - Default Attack Enemies Each cycle will forward the command by one, and then cycling from Delta back to Alpha. The command can be "spammed" over and over (e.g. press it three times in rapid succession to get from Alpha to Delta) without slowing or missing commands. The Greek letter for the command ultimately selected will be spoken by the computer voice. Installation: Use Cycrow's Script Manager to install the SPK file. Where to buy: You need only the default Fight Command Software MK2 installed to use this feature. How to use it: TCC can be activated in the Command Console in the Combat section. Additionally it can be mapped to a key (e.g. Shift-F1) from here: Options->Controls->Interface->Extensions->Turrets Command Cycle-Forward Limitations: 1) If Turret Missile Defence MK2 is not installed, setting to Alpha will cause no change to the turrets commands. (See Future Plans #2 for a possible resolution) 2) This command will only affect the player's ship and can not be used on any other ship. I can and will change this so that the Command Menu version of the command can be invoked on other player-owned ships in the future if there is a call for it from users. (See Future Plans #1 regarding this) 3) Because it only operates on the player's ship, it uses global variables intead of ship-specific local variables. Should I change (2), I'll obviously change (3). Notes: I actually wrote this as a quick script for myself and I bet many of you have done the same. But when I was done I realized hardly any more work was necessary to make it release-quality, so I went ahead and polished it up for release. I got the inspiration for this script from a question by xalien in the [SCRIPT] Weapons Changer v1.45 thread. I then got HOWTO ideas from the Command_turret? thread. A special thank you to all the posters in that thread. It seems likely other folks have written and even released scripts similar to this in the past, since it seems pretty obvious. I hope I'm not stepping on any toes. If I have, and this script doesn't do anything new, I'll remove it. But since a look through of the forums and scripts stickies didn't bear any fruit, I think that this is going to be useful for some people. IMPORTANT NOTE: THIS IS ONLY MY SECOND X SCRIPT. THERE MAY BE BUGS IN IT AND THIS SHOULD BE CONSIDERED A PUBLIC BETA TEST. I chose all currently unused command slots, etc., however, I will not seek official "dibs" on them until such time as folks feel that it is worthy. Obviously, I'd appreciate if other script authors would avoid these for the time being. At least until we see if anyone other than me wants to use this script. This script uses recursion to implement the fast and non-skipping command entry. Usually I would avoid recursion but it was the best way to implement this rather sophisticated element. I believe I took all necessary measures, including a mutex, to prevent an infinite loop of the primary function. Known Bugs: 1) None yet Future: There are two major improvements that I will consider that are obvious to me: 1) As mentioned above, make the script runnable on player-owner ships other than the player's current ship. This would primarily entail changing the global variables to local and a few other minor changes. However, I feel this script is mainly going to be used for the player's current ship so I didn't see a need to add this functionality without getting requests. Cycling through multiple commands one-by-one in the Command Menu would be tedious. 2) Adding the ability to turn off the turrets entirely. To do so, a do-nothing script will need to be assigned to the turrets (since there is no way that I can find to remove a turret command). If there is interest in this, I will ask Klyith for permission to use the dummy script found in Turret On / Off Toggle Hotkey. This would allow for two things, setting Alpha to Off when Turret Missile Defence MK2 is not installed, and/or adding an Off option into the cycle. Files in Package: plugin.tcc.main.xml (main script) plugin.tcc.launcher.xml (helper script) setup.plugin.tcc.xml (setup script) setup.plugin.tcc.uninstall.xml (uninstall script) 448761.xml (t file) readme-TCC.txt Uninstall: Use the Script Manager to remove script files. This should install the uninstall script automatically. After loading a save game, this script should run and remove remove the command slot and hotkey registration. If this doesn't happen, manually copy the uninstall script (available for download below) to your X3 scripts directory. Be sure to remove the uninstall script before re-installing TCC. You never want both setup.plugin.tcc.xml and setup.plugin.tcc.uninstall.xml installed in your scripts directory at the same time. Thanks: Again to all the tutorial authors Cycrow (for lots of things) fud (for Turret Missile Defence MK2) asynd, fud (again), moggy2, Cycrow (again) and Red Spot for their contributions in the Command_turret? thread. Download: SPK Package v1.00: http://x3.bitspring.com/files/TurretsCommandCycle-V1.00-26.01.2007.spk Uninstall Script v1.00: (Right-click->Save Target As...) http://x3.bitspring.com/files/setup.plugin.tcc.uninstall.xml |