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| LSOZiP 2.01 https://mail.black-squirrel.com/viewtopic.php?f=15&t=18074 |
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| Author: | LoneStar [ Wed Nov 15, 2006 6:26 pm ] |
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LSOZIP is comprised of three 'types' of code.. Public, Private, and my own. The few routines that I've employed that are *private* and are not mine to share. Yet, they have been used in other published, encrypted scripts. However. For anyone who'd like to see, or learn more about, any of the following routines that I've created please let me know: -Player/Corp Targetting -Alien Filtering -Twarp adj Photon (blind warp protected) -Fanning of 'Hot-Tubes' -Main Menu** -Turning MSG's Off/On As a final note. I've fixed a few things in v2.0 that worked in the testing phase but somehow got broken during the development process.. -Fig Deployment detection .. script wasnt correctly detecting the end of foton wave and subsequently issued too few Exit/Enters, resulting in a failed SaveMe (I believe this was due to the change from utilizing ck's exit/enter to an inherant routine); -When an Emergency Export ship was selected, and Holo Torp/Kill was enabled the script correctly reported number of photons on Export ship, but failed to 'disengage' the Holo Torp/Kill feature if zero photons were on board the export ship (at least one is needed). -Hot Tube Detection - I'll never understand the quirky behaviour of TextLineTrigger vs TextTrigger ...this needed to be change to the latter. Some Idea's for the future (time permitting): Proximity feature, thus allowing a user to set an area in which to 'guard' (essentially ignore fig hits x number of sectors out). This should provide a partial solution to limited export ranges found in some ships. Different Modes of firing (nothing original): Retreat Detect, Anticipation, Surround Detect.. Shield Rider. I hope to automate the process by which a Corpie can ride the shields of a planet and add to the attack mechanism. This is an idea for the script I'm still pondering. ** Menu was inspired by the menu found in Alexio's Planet Creation Script. |
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| Author: | Oso [ Thu Nov 16, 2006 12:25 pm ] |
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Thanks LS |
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| Author: | Parrothead [ Tue Nov 28, 2006 8:27 pm ] |
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thanks LS i have great fun killing those who use this... I love public scripts.. |
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| Author: | LoneStar [ Wed Nov 29, 2006 2:57 pm ] |
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Parrothead wrote: thanks LS i have great fun killing those who use this... I love public scripts.. Yup. Public scripts are great. I'd like to make mine even better, and normally I'd be sardonic and respond accordingly, however I think it best to use your post to achieve just that. So, I am implementing a couple enhancements (sooner rather than later), and would like to have anyone interested beta test them --as I'm not actively playing atm. One obvious change will be the removal of all crippling rountines (which I admit it was childish, and in hindsight regret --live & learn), the rest will be kept under wraps for now. So. Parrot, I hopefully your affection for Public scripts wont go unrequited much longer Lone |
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| Author: | MisBehavin [ Wed Nov 29, 2006 7:24 pm ] |
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Once again your you lie.. But..some of us expect of you. I guess you meant that you're not playing any games under the name "Lonestar". So I guess you have changed it to something else then eh? LOL I bet TBH doesn't know your in that game on UTW, does he? After all he thinks your taking a break. You made an embarrassment of yourself in the HHT by quitting and leaving your corp stuck in a bad way. You joined MY corp M()M when The Bounty Hunter and Mind Dagger invited you in, against my better judgement. they gave you ALL of our scripts and you lied about which ones you received. Then you go and make the LOS script making Bob and Filthy Maggot exempt from being a target should someone else try and use the scripts against them. Yet, your joined in a perma and you don't even make your own corp that you joined exempt?? HEH! You're tactic's are just unethical. Needless to say, your done in M()M. |
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| Author: | Parrothead [ Thu Nov 30, 2006 6:50 pm ] |
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textlinetrigger needs a carriage return Proximity feature, thus allowing a user to set an area in which to 'guard' (essentially ignore fig hits x number of sectors out). This should provide a partial solution to limited export ranges found in some ships. getdistance..... |
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| Author: | Parrothead [ Thu Nov 30, 2006 6:56 pm ] |
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BTW ...All public attack scripts are death traps for the user..as any scripter can figure out its weakness in minutes by testing.....compilation does not help... LSOZIP with holotorp counter......1000*a999*<cpy1000*q***1000*za999*ay25000*ay 250000* etc...bye bye |
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| Author: | Singularity [ Thu Nov 30, 2006 7:54 pm ] |
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Proximity searches can be slow. A getdistance can add up to 10ms to the processing, making a torp painfully useless. You need to pre-cache the distances in a hash table first. SetTextLineTrigger only triggers when there's a carriage return so... I'm not sure what you mean there. Holotorp is a planet based operation. If you do move into the sector with them you'll be stuck on the planet. A counter-torp does nothing to mess w/ that unless they're stupid enough to have auto-return off on an unshielded planet. Your macro retreats before the foton, so... you'll actually torp the sector you just hit, since they won't be in that sector so soon (takes some time to the server to process stuff) they'll just run into your residue and laugh. The weakness in this script that I found was it's auto-attack feature. It moves so fast that the duration hasn't ended yet, meaning you can't put a fig down and bring your own planet in. Result? You're in sector w/ them, but they have a counter advantage. If they're running a torper you'll move in for the kill, eat a torp, and be the next to die. I found it trivially easy to write a gridder that pre-stores the saveme planet number ahead of time, allowing for a saveme that takes only 1 more lag cycle than a pgrid. Unless you can kill the user in a single shot (and watch out for corbo) you'll probably end up stuck under an enemy planet... and a quick cit-kill, all for nothing. |
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| Author: | LoneStar [ Fri Dec 01, 2006 6:38 am ] |
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Parrothead wrote: textlinetrigger needs a carriage return Proximity feature, thus allowing a user to set an area in which to 'guard' (essentially ignore fig hits x number of sectors out). This should provide a partial solution to limited export ranges found in some ships. getdistance..... Yes. I looked back and finally learned the difference. An interesting post by grazhoppa (sorry for misspelling), about the pitfalls of setTextTrigger and a "Delpoy Fighter Report Q^MCBY: ..." spoof.. hehe as for proximity detection. like Sing mentioned, an array populated with fig'd sectors determined by a breadth-depth search would, imo, be the ideal methodology... actually an array with fig'd sectors within X hops AND with an adj fig'd sector (filtering orphan sectors); is what I was shooting for. |
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| Author: | LoneStar [ Fri Dec 01, 2006 7:35 am ] |
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Singularity wrote: The weakness in this script that I found was it's auto-attack feature. It moves so fast that the duration hasn't ended yet, meaning you can't put a fig down and bring your own planet in. Yes indeed,using callsaveme feature with a p-wave greater than 2 or 3 seconds is risky. However there are a couple solutions that I'm pondering. Singularity wrote: I found it trivially easy to write a gridder that pre-stores the saveme planet number ahead of time, allowing for a saveme that takes only 1 more lag cycle than a pgrid. Unless you can kill the user in a single shot (and watch out for corbo) you'll probably end up stuck under an enemy planet... and a quick cit-kill, all for nothing. I have tried to make the settings as 'open' as possible. That is open to the imagination. For example: Locking a ship in tow when running from sector, and using a 3rd to xport too; Two corpies running simultaniously --both using automatic attack, or one on mac attack the other auto-attack; Based on some great input from people the next version will have some nifty enhancements, hopefully make it a litle safer: retreat detection - some tricky trigger work needed. but after alot of testing I finally found a way to make it work with minimal sacrifice in speed; fighit delay - essentially a trigger delay on x-number of fig hits to better lull the enemy into thinking you're not running the script; ship exchange - to avoid loosing turns due to self-torping. if a corp's present on planet then the script will fire foton, swap ships and proceed. Not to take anything away from Grimy. I'm making the minor updates available on my neglected web site: http://ca.geocities.com/myoptik/scripts.htm, and will put major versions on grimy's as per usual. |
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