Download details
[size=18][b][u]Missile Safety[/u][/b][/size]
[list][*] This script is compatible with TC and AP.
[*] Especially when flying a fighter it is not uncommon that missiles that you launch are immediately destroyed by enemy fire - or by your own cockpit guns / turrets.
[*] This script provides a missile safety so the warheads are armed [b]after[/b] the missile is at least 200m clear of your ship.
Note that this is not foolproof. A lucky shot can still detonate a missile even if the warhead isn't armed.
(Firing at warheads is neither safe nor recommended by the manufacturer)
[*] This only affects missiles that[list][*] are launched by the [b]playership[/b]
[*] have a [b]target[/b]
[*] are of the type that is selected as [b]current missile[/b] in the cockpit[/list]
[*] The missiles do not have to be launched manually as long as they meet the aforementioned conditions and are launched at the [b]current cockpit target[/b].
Scripts like Missile Barrage or MEDUSA could make use of this.
[*] This ignores missiles fired by huge ships (M1, M7M...) because these simply do not have the problem of missiles instantly being destroyed on launch.
It is a fighter issue.
And I wanted to exclude massive missile barrages. =)
[*] This is an AL plugin. It can be turned on/off under Gameplay / AL Plugins.
[*] In X3:AP, this script [b]can[/b] be enabled for the AI as well.
Copy the contents of the [b]scripts\X3AP_Missile_Safety_AI[/b] folder into [b]\scripts\[/b].
In the long run this is only going to work with Steam in Offline mode (or with updates disabled for AP) because it is necessary to overwrite vanilla files... which Steam would "fix" again.
[*] For scripters:
To use Missile Safety for any AI ship, insert [b]one[/b] script call before the actual launch instruction.
[code]020 skip if not get global variable: name='GZ.MSL.SAFETY'
021 @ = [THIS] -> call script 'al.plugin.gz.missile.safety' : plugin ID=null plugin event='launch' Missile launched=$Missile Target Old=$Target
022 = [THIS] -> fire missile $Missile on $Target[/code]
[/list] [url=http://forum.egosoft.com/viewtopic.php?t=238904]How To Use AL Plugins[/url]
[u][b][size=15]Installation[/size][/b][/u]
Copy the contents of the zip into the [b]X3_TC[/b] folder
or in the case of X3:AP, into ... [b]\Steam\SteamApps\common\x3 terran conflict\addon[/b]
[u][b][size=15]Deinstallation[/size][/b][/u][list][*] Turn off the AL plugin under Gameplay / AL Plugins.
[*] Save.
[*] Delete TC\scripts\al.plugin.gz.missile.safety.xml[/list]
[b]Resources used:[/b]
Task ID 47050 and 57050 on the playership.
[list][*] This script is compatible with TC and AP.
[*] Especially when flying a fighter it is not uncommon that missiles that you launch are immediately destroyed by enemy fire - or by your own cockpit guns / turrets.
[*] This script provides a missile safety so the warheads are armed [b]after[/b] the missile is at least 200m clear of your ship.
Note that this is not foolproof. A lucky shot can still detonate a missile even if the warhead isn't armed.
(Firing at warheads is neither safe nor recommended by the manufacturer)
[*] This only affects missiles that[list][*] are launched by the [b]playership[/b]
[*] have a [b]target[/b]
[*] are of the type that is selected as [b]current missile[/b] in the cockpit[/list]
[*] The missiles do not have to be launched manually as long as they meet the aforementioned conditions and are launched at the [b]current cockpit target[/b].
Scripts like Missile Barrage or MEDUSA could make use of this.
[*] This ignores missiles fired by huge ships (M1, M7M...) because these simply do not have the problem of missiles instantly being destroyed on launch.
It is a fighter issue.
And I wanted to exclude massive missile barrages. =)
[*] This is an AL plugin. It can be turned on/off under Gameplay / AL Plugins.
[*] In X3:AP, this script [b]can[/b] be enabled for the AI as well.
Copy the contents of the [b]scripts\X3AP_Missile_Safety_AI[/b] folder into [b]\scripts\[/b].
In the long run this is only going to work with Steam in Offline mode (or with updates disabled for AP) because it is necessary to overwrite vanilla files... which Steam would "fix" again.
[*] For scripters:
To use Missile Safety for any AI ship, insert [b]one[/b] script call before the actual launch instruction.
[code]020 skip if not get global variable: name='GZ.MSL.SAFETY'
021 @ = [THIS] -> call script 'al.plugin.gz.missile.safety' : plugin ID=null plugin event='launch' Missile launched=$Missile Target Old=$Target
022 = [THIS] -> fire missile $Missile on $Target[/code]
[/list] [url=http://forum.egosoft.com/viewtopic.php?t=238904]How To Use AL Plugins[/url]
[u][b][size=15]Installation[/size][/b][/u]
Copy the contents of the zip into the [b]X3_TC[/b] folder
or in the case of X3:AP, into ... [b]\Steam\SteamApps\common\x3 terran conflict\addon[/b]
[u][b][size=15]Deinstallation[/size][/b][/u][list][*] Turn off the AL plugin under Gameplay / AL Plugins.
[*] Save.
[*] Delete TC\scripts\al.plugin.gz.missile.safety.xml[/list]
[b]Resources used:[/b]
Task ID 47050 and 57050 on the playership.
Please share this download, simply highlight and copy the bbcode and paste on the forum. Easy download link.
Direct Download BBCode: