DigitalDuck wrote:That's a surprisingly concise and accurate description of scripting.
I'm good at abstraction. =)
It really helps with modding because sometimes what you want to achieve is not what you think you want to achieve.
The X3 MARS script would be an example of that, too.
My initial idea was to get the ship's turrets to aim better, not hitting empty space all the time.
The actual lead computation and aiming is hardcoded, though. That didn't keep me from
trying to fake it by having turrets fire at fake targets at a position where I suspected the real target to end up.
Didn't really work out with integer math, script latency, and rather erratic target courses.
The end result was... a script that evaluated the
movements of a target, determining how much it turned during the last second, how large the lead angle would be, the bullets' time to impact... (in broad strokes)
So what started as an attempt at better aiming turned out to be better target selection and prioritisation.
With a single enemy, the script does very little. With 10 or 15 enemies it's racking up the kills because there is always
a good target on a straight course. In a mass battle and installed on a capital ship it's insane.
In an abstract way it's still the same thing. Only the details changed radically.
There is no "I" in Tea. That would be gross
.