[SCRIPT] Salvage Claim Software V1.05 : Updated 29/06/06

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Excellant
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Good
36
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Ok
14
5%
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Terrible
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Its not really for me
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Total votes: 298

dwb1
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Post by dwb1 » Mon, 9. Jan 06, 15:15

Cycrow:

Auw Man!! :twisted: :twisted:

Now I've got to find a real job, picking off the escorts on assasion missions was easy money.

DWB1

Good work though :)

Cycrow
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Post by Cycrow » Mon, 9. Jan 06, 15:25

the assassins guild was also fixed so it wont work with the old version of the system override either ;)

now u'll have to earn money the harder way :P

999-JAY-999
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Post by 999-JAY-999 » Mon, 9. Jan 06, 15:44

apricotslice

The mk 1 script is part of the origninal game, but is illegal to carry everywhere except pirate and unknown sectors.

The mk2 is a 'legal' version. Or should we say, scan hidden version Smile
The other Salvage claim software is from TECSG Salvage Network script ... and is say another offering on the market for ship claiming sofware so one doesnt have to leave ones commander chair when claiming ships.

I not sure if one ship claim software offering from one script will do the job in another scripts missions ???...can you confirm this Cycrow.... ?
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Cycrow
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Post by Cycrow » Mon, 9. Jan 06, 16:01

well, all this one does is allow you to claim ships from a distance, it should work for any unclaimed ship in the game

i've not used the Salbage Network, so i dont know if that one does the same thing, or if it does something special for use with the rest of the script

dwb1
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Post by dwb1 » Wed, 11. Jan 06, 04:15

Cycrow:

You read my mind, but I must say that finding an oversight to exploit is like an easter egg but now that you have fixed it, not going to the upgrade seems like cheating. So nice job, and I will find a real job. The goodies you put into the upgrades are much better than a few free ships.

My wife and I had a good laugh, you really got me by fixing the assassins guild script too.

Keep up the good work

DWB1

boomer
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Post by boomer » Fri, 13. Jan 06, 13:18

Hello Cycrow,

I've been using your scripts for quite a while now and they made X3 a lot more interesting as far as I am concerned. Since the upgrade to SOSMK2 1.01 it's impossible to claim more than one ship in a given sector. I still have to spacewalk if there's more than one capture.

For the assassins guild; The pilots name as stated on the BBS differs from the name actually on the ship when entering the target sector. It's not such a big deal, when you kill the target ship you get payed anyway, but I thought you should know.

Currently I'm using your scripts in the "The Syndicate Mod" by Nuclear Eclipse. Maybe thats why these things happen im my game.

Greetings :wink:

Cycrow
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Post by Cycrow » Fri, 13. Jan 06, 13:24

hhmm, what happens when u try to capture the 2nd ship then ?

ill have to look into that, shouldn't really stop it from claiming multiple ships

boomer
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Post by boomer » Fri, 13. Jan 06, 13:30

The first ship is capped as advertised. The rest of the unpilotted ships are only claimable by spacewalking.

Cycrow
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Post by Cycrow » Fri, 13. Jan 06, 13:46

ok, ill look into that
the pilot names for the assassin missions will be fixed in the next version ;)

dragomancer
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Post by dragomancer » Fri, 13. Jan 06, 15:19

nice script cyrow !

however, it doesn't work with the german x3 version. in order to make it run, you've to add to the check pilotname == 'No Pilot' another OR pilotname == 'Kein Pilot' in both scripts. Don't remember the line (or the syntax :D), sorry.

btw, this is my first post, you may feel honoured :wink:

Cycrow
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Post by Cycrow » Fri, 13. Jan 06, 15:32

thx, that would explain a few things ;)

Cycrow
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Post by Cycrow » Fri, 13. Jan 06, 15:55

dragomancer wrote:nice script cyrow !

however, it doesn't work with the german x3 version. in order to make it run, you've to add to the check pilotname == 'No Pilot' another OR pilotname == 'Kein Pilot' in both scripts. Don't remember the line (or the syntax :D), sorry.

btw, this is my first post, you may feel honoured :wink:
ok, could u test out the new version, i should be fixed i think ;)
let me know if its still not working


V1.02
* Fixed claiming of multiple ships
* Fixed for non english versions

Tromador
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Post by Tromador » Sun, 22. Jan 06, 01:24

Cycrow,

The .spk didn't install lib.cycrow.addware for me, so I had to install it manually from the .rar. The other three scripts went in fine.

Might just be me *shrug*.

Cycrow
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Post by Cycrow » Sun, 22. Jan 06, 01:28

its possible i forgot to add that file in the package, i've updated a new version that definatly does contain it, just in case :)

Heretic666
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Post by Heretic666 » Sat, 11. Mar 06, 01:39

Sorry to bring this thread back up :oops: but none of the links on the first page are working..

Are the sites down?

Cycrow
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Post by Cycrow » Sat, 11. Mar 06, 03:02

try them again now

Unserene
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Post by Unserene » Sun, 12. Mar 06, 16:52

Your links are most definetely not working man. Keep getting a server not found message.

Heretic666
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Post by Heretic666 » Mon, 13. Mar 06, 21:33

Nope, all I get is 'Connecting to...' in my status bar..

Mad Hatter
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Post by Mad Hatter » Thu, 13. Apr 06, 21:39

Very cool script.

One minor suggestion... Rather than playing the generic chirp sound when the ship is claimed, could it play the "Ship Control Transferred" voice file like when you claim during a space walk?

fud
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Post by fud » Thu, 13. Apr 06, 21:46

SHouldn't be too tough. Just find the sound file in it's folder, get it's number, then open the script and replace *that* number with the one you just found. :D


I like that, I'll do it when I get home. If you didn't find it yet, I'll give the info.


That is of course, if cycrow doesn't mind a slight molestation of his script? I've already changed the range to 7500m anyway. :P



Edit: argh. Changing it is a 2 second deal, FINDING it is a whole other can of worms. I can't figure out how anything is referenced in the /mov folder.

Has anyone broken this down?

As an aside, in my attempts, it made the exploding container sound effect when you claimed a ship, heh.

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