Orbiting and MWDing

Digi

Member
This is a Snippet for the fight function to make it fly a short ranged ship that needs to MWD into range to be effective,

I was testing with a Blaster Diemos and with some help from Val i got it working pretty flawlessly

Code:
	function Fight()
	{
		Ship:Deactivate_Cloak
		while ${Ship.IsCloaked}
		{
			wait 1
		}
		;Ship:Offline_Cloak
		;Ship:Online_Salvager

		; Reload the weapons -if- ammo is below 30% and they arent firing
		Ship:Reload_Weapons[FALSE]

		; Activate the weapons, the modules class checks if there's a target (no it doesn't - ct)
    Me.ActiveTarget:Orbit[1500]
    While ${Me.ActiveTarget.Distance} > 5500
    {
       Ship:Activate_AfterBurner
       if ${Social.IsSafe}
        {
          wait 1
        }
       else
		    {
		    	call This.Flee
		    }
        ;UI:UpdateConsole["Range to target = ${Me.ActiveTarget.Distance}"]
        
    }
                Ship:Deactivate_AfterBurner
                Ship:Activate_Weapons
                Ship:Activate_TargetPainters
		Ship:Activate_StasisWebs
		Ship.Drones:SendDrones  
	}
I added the safecheck though im not sure if its needed.

Anything else that may be usefull or that can be improved id love to hear it
 

CyberTech

Second-in-Command
Staff member
This is a Snippet for the fight function to make it fly a short ranged ship that needs to MWD into range to be effective,

I was testing with a Blaster Diemos and with some help from Val i got it working pretty flawlessly

Code:
    Me.ActiveTarget:Orbit[1500]
    While ${Me.ActiveTarget.Distance} > 5500
    {
       Ship:Activate_AfterBurner
       if ${Social.IsSafe}
        {
          wait 1
You're attempting to activate your AB every 1/10 of a second. Move it out of the loop.
 

Digi

Member
Code:
function Fight()
	{
		Ship:Deactivate_Cloak
		while ${Ship.IsCloaked}
		{
			wait 1
		}
		;Ship:Offline_Cloak
		;Ship:Online_Salvager

		; Reload the weapons -if- ammo is below 30% and they arent firing
		Ship:Reload_Weapons[FALSE]

		; Activate the weapons, the modules class checks if there's a target (no it doesn't - ct)
    Me.ActiveTarget:Orbit[1500]
    if ${Me.ActiveTarget.Distance} > 5000
    {
      Ship:Activate_AfterBurner
    }
    While ${Me.ActiveTarget.Distance} > 4000
    {
       if ${Social.IsSafe}
        {
          wait 1
        }
       else
		    {
		    	call This.Flee
		    }
        ;UI:UpdateConsole["Range to target = ${Me.ActiveTarget.Distance}"]
        
    }
    Ship:Deactivate_AfterBurner
    Ship:Activate_Weapons
    Ship:Activate_TargetPainters
		Ship:Activate_StasisWebs
		Ship.Drones:SendDrones  
	}
That should be more elegant, activates the MWD on Pulse only if its to far to slowboat, and dosnt waste ammo if its out of optimal
 
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