[SCRIPT] Satalite Early Warning Network V1.20 : Updated 09/03/2007

The place to discuss scripting and game modifications for X³: Reunion.

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defiant1
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Post by defiant1 » Wed, 3. Oct 07, 22:32

i ment the script but if u send the files to me (when u can) ill repackage them as a second version and upload (if possible and if cy allows it)
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Pogi
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Post by Pogi » Wed, 3. Oct 07, 22:42

I don't personally think that re-packaging them and submitting them to the community is a good idea. I spent maybe 15 minutes editing a couple of files..He spent..Well I don't know, but a hell of a lot longer..I think out of respect for his hard work, it would best to let him think about modifying his script package and submitting a new one with this feature first, rather than letting a couple of hacked files float around that I edited...I told you and others the files I edited to get this to work, I think now it is best that you edit them yourselves...We "are" here to learn are we not?. It is not a hard edit, just go through the files in game and think about what the lines are asking the script to do and what to look for.....Happy Trails
X3..The most fun a man can have...With his clothes on.

Cycrow
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Post by Cycrow » Thu, 4. Oct 07, 00:47

ill look at adding a captured ship sensor as well, and add menu options to use it, when i get chance to

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defiant1
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Post by defiant1 » Thu, 4. Oct 07, 01:08

minor issue pogi...i havent taken any programming classes reciently...and I dont feel like trying to read thoes things in notepad or some other program like notepad (and im not sure what file to open either)
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Pogi
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Post by Pogi » Thu, 4. Oct 07, 01:15

@defiant1..Please read what Cycrow just posted above...Patience is a virtue :D
X3..The most fun a man can have...With his clothes on.

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defiant1
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Post by defiant1 » Thu, 4. Oct 07, 02:09

i was reffering to your post about 5 posts up :P :lol: :lol:
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Pogi
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Post by Pogi » Thu, 4. Oct 07, 02:14

:D ...Ok, do you know how to get into the "in game" script editor?
X3..The most fun a man can have...With his clothes on.

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defiant1
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Post by defiant1 » Thu, 4. Oct 07, 02:16

oh fun...time to unpack the game...again...yea i do...
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Pogi
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Post by Pogi » Thu, 4. Oct 07, 02:20

Unpack the game?..What are you talking about?...Thereshallbewings..Enter the script editor..While "in the game", you know how to do this?
X3..The most fun a man can have...With his clothes on.

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defiant1
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Post by defiant1 » Thu, 4. Oct 07, 05:05

hmmm...not off hand (musta thought of the way its done when testing new ships in non xsp format)
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Pogi
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Post by Pogi » Thu, 4. Oct 07, 09:18

Hmmmm...First things first...Go here read this:

http://forum.egosoft.com/viewtopic.php?t=96337
X3..The most fun a man can have...With his clothes on.

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defiant1
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Post by defiant1 » Thu, 4. Oct 07, 15:21

yea ive already got the "Thiershallbewings" thing enabled...and i did all that...just not exactly sure what its gonna be under (menue options,ect ect) Ive got the "general" tab (that I think is different from what your talking about?)
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Dungeoncrawler
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Post by Dungeoncrawler » Sun, 7. Oct 07, 07:28

would this conflict in any way with satellite limited universal trader script?
ie does it change the name of the satellite or anything like that?
Was this issue ever resolved? Would really like to use this script but also have the SLUT (LOL) installed. Thanks.

Dc

Pogi
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Post by Pogi » Sun, 7. Oct 07, 12:00

I resolved that issue by putting two sats in my sectors..One for SEWN and the other for my MK3's...You "can" edit the SEWN files, but I just didn't feel like messing with them. Cycrow explains a little farther up the post where to edit...Cheers
X3..The most fun a man can have...With his clothes on.

Dungeoncrawler
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Post by Dungeoncrawler » Mon, 8. Oct 07, 00:01

Innovative idea there Pogi. I had read the earlier post but thought an update may have been made that addressed the issue. Anyhoo, your idea sounds the easiest as I also do not like messing with the scripts. Thanks for the reply.

Dc

ACrazyGerman
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Post by ACrazyGerman » Tue, 25. Mar 08, 23:31

Is there a mirror for this the download won't load.

Cycrow
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Post by Cycrow » Tue, 25. Mar 08, 23:49

first page has been updated with working links

Pogi
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Post by Pogi » Fri, 28. Mar 08, 03:44

@Cycrow...Just an inquiry as to if you are still going to or interested in making a modified version or extention of this script to detect bailed ships...Thanks
X3..The most fun a man can have...With his clothes on.

spoidz
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Post by spoidz » Sat, 29. Mar 08, 07:09

Okay, I am just not smart enough to figure out some of this scripting. I've tried reading the MSCI and then manually tried diff combos with the ingame MSCI.

I "can" get the plugin.sewn.running to ID Xenon Stations and Pirate Bases, but I can't figure out how to get it to use a diff warning message for each.

I copied the sendWarning code and then just relabeled the two sections and added two new text IDs to the 447545.xml.

But it will only send the first original warning. (....detected an enemy ships). I can make the first sendWarning use the new text Id by just changing the number but that's it. It won't skip that one and use the other two.

Basically I don't know enough to get multiple GoSub to execute separately when called within the same script. Probably my bad End, EndSub and Return Nulls but I'm not getting anywhere by tinkering.


Anyone kindly put me out of my misery?

Thanks

Pogi
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Post by Pogi » Sat, 29. Mar 08, 10:41

Sewn was designed to identify enemy ships entering a sector..I don't understand why you would want it to identify enemy stations?..If you have a sat there already you can already see them.. :?
X3..The most fun a man can have...With his clothes on.

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