[SCRIPT] Dead Ships Revival Script

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moggy2
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Post by moggy2 » Thu, 22. Nov 07, 17:38

probably "start Job" or whatever the command actually is. That's how this script works.

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ninjitsumonk
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Post by ninjitsumonk » Thu, 22. Nov 07, 19:55

Lancefighter wrote:From what i understand, it is a NPC ship without a command - IE, Not the un-polited ships you can 'steal', but just random ships that aren't doing anything.
errmm... No.
There are hundreds of ships not running commands in game, mainly civilian ones but there are others, a dead ship should be one that doesn't have a "task 0", yet is owned by somebody, ie non-capturable.
Though I haven't looked at the script so I could be wrong.
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Post by jlehtone » Thu, 22. Nov 07, 20:39

@moggy, I don't have euclid's version, so can you say how much this X3plus (Lucike's) version differs?

Code: Select all

...
033      $TaskUse = $Ship -> is task 0 in use
034      $Command = $Ship -> get command
035      $JobID = $Ship -> get job id
036      $Pilotname = $Ship -> get pilot name
037      $NoPilot =  read text: page=35 id=21
038      skip if not $Command == COMMAND_NONE AND $JobID == 0 AND $Pilotname != $NoPilot AND ! $TaskUse
039       $Ship -> beginne Arbeit
...
Ie, would it fail the same way?
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paulms1980
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Post by paulms1980 » Thu, 22. Nov 07, 21:15

is anyone else hosting this script?
the link is dead
this is really messing up my game
somebody please help

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euclid
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Post by euclid » Thu, 13. Mar 08, 19:17

Sorry for the late feedback (just one PM and it would have been faster :p) . I have revived the download link. Thanks Merroc :-)


Cheers Euclid

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Post by dminor » Fri, 14. Mar 08, 00:36

I have an Arrow and a Starburst in Freedoms Reach that look Derlict. Good chance that these are "dead ships"?


Already got the important one :wink:

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Carlo the Curious
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Post by Carlo the Curious » Fri, 14. Mar 08, 00:45

If it's a plot game they may just be leftovers from the race.

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euclid
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Post by euclid » Fri, 14. Mar 08, 00:49

dminor wrote:I have an Arrow and a Starburst in Freedoms Reach that look Derlict. Good chance that these are "dead ships"?....
Infact these are the 2 that will be revived whenever you load a savegame. A job is started on both but there are no jobs for this ship type so they die short after again :-)

Cheers Euclid

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Post by pepperg » Sun, 16. Mar 08, 16:07

i'd love a link to this script as well
thanks
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bob hope
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Post by bob hope » Sun, 16. Mar 08, 16:35

euclid wrote:
dminor wrote:I have an Arrow and a Starburst in Freedoms Reach that look Derlict. Good chance that these are "dead ships"?....
Infact these are the 2 that will be revived whenever you load a savegame. A job is started on both but there are no jobs for this ship type so they die short after again :-)

Cheers Euclid
is there no way to write them a job, as in something like domonstration racers or something

just a thought
About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"

i was born and raised argumentative i dont mean to offend ...... sorry

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euclid
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Post by euclid » Sun, 16. Mar 08, 19:19

pepperg wrote:i'd love a link to this script as well
thanks
Have you checked the 1st post in this thread? :wink:


@ bob hope: Yes, you could modify the job file to assign an existing job, but to write an own ...not sure.



Cheers Euclid

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eldyranx3
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Post by eldyranx3 » Thu, 20. Mar 08, 19:12

Does this script address the herds of ships occasionally milling about at gates? I only ask because those traders are needed for the economy, and Im not sure what 'dead' mean.

Ive seen ships doing 'nothing' and had no command, just floating dead in space. If it doesn't address the gate issue, could it be easily adapted for its use?

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euclid
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Post by euclid » Sat, 22. Mar 08, 04:19

eldyranx3 wrote:Does this script address the herds of ships occasionally milling about at gates? I only ask because those traders are needed for the economy, and Im not sure what 'dead' mean.

Ive seen ships doing 'nothing' and had no command, just floating dead in space. If it doesn't address the gate issue, could it be easily adapted for its use?
'Dead' ships often have vanilla names but more significant they have no pilot and no command (COMMAND_NONE) or job (job id = 0) running.

The script finds each of these ships and starts a job.


Cheers Euclid

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Post by Pogi » Sat, 22. Mar 08, 09:00

Hey this might be handy...several times I have run across some Xenon sitting on its prey..I could just shoot it up and it would give no response...Maybe this will wake them up..will give it a try.
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Post by narn » Wed, 16. Apr 08, 02:00

Hey im having a problem with dead ships. The dead ships are always piloted and I can hail them and talk to the pilots. The dead ship problem had gotten so bad in some sectors that I had as many as 20 dead ships in one sector lined up. Sometimes M1 or M2 is dead as well. Its really annoying! I need some help. I don't know if its from one of the scripts I have installed or if its a problem with the game.

I tried to install this script and it dint do anything to solve the problem. I started a new game and at first the revive script calmed it revived 30 ships. Then it calmed to revive 70 after a game hour and reload. Then 239 ...345...456. And now after only 5 min of playing and reloading it claims to have had revived 470 ships. I think its just listing the dead ships and not fixing them. The script didn't do anything to fix the dead ships in the sectors I talked about earlier. Can any one help with this annoying problem because the game is not fun when there are like 5 dead ships in each sector at a minimum.

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Post by Magius » Wed, 16. Apr 08, 02:37

I do use this script and I even seen it work on some xenon ships....
I know before when I used the big ship bail out script, it really created so many dead ships... :evil: But their was without pilot.... :? Have you tried to jump to another sector and jump back? Have you try jump out of sector then save reload then jump back to see if it's the same ships that are dead? If you are using the big ship bail out script try to uninstall it to see if it help. :wink:

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Post by Jaga_Telesin » Sat, 19. Apr 08, 06:20

Is there a reason that my number of revived dead ships keeps growing after some gametime, and a load of a savegame? I seem to be getting about +75 revived ships per day, and there's no end in sight.

Reviving them is fine, but if they are just bloating the game universe, shouldn't they be deleted instead? My game's up to nearly 500 or so now, and I can feel it in the overall performance of X3, which is dropping.

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narn
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Post by narn » Mon, 21. Apr 08, 20:26

Hey I'm no expert but I was having the same problem and after extensive testing I realized that it happened most frequently with scripts that add ships to the game. This led me to believe that it probably is reading ships running others scripts as "dead".

I'm not completely sure though but I have noticed fluctuations in my dead ship count throughout my game. Some times its over 300 and other times its less then 100. Some one who is better at scripting like Scycrow (who I have great respect for) might be able to answer the question though.

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Post by (----____JEFF____----) » Mon, 21. Apr 08, 21:11

So this also fixes all the traders that get stuck around a station?

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Post by Psycho0124 » Sat, 3. May 08, 08:20

Great script. It actually seemed to improve the games performance somehow although I will not even speculate how this happened. The 8-10fps increase is undeniable though.

One side effect.. This script woke up something.. Something horrible... It now prowls Farnhams Legend killing without mercy. The invincible, ruthless, fleet smashing, complex trashing monster called "Tempestine"...

It is a plot related ship and for some reason, this script told it to become quite hostile and patrol the now conquered (sector takeover) and heavily industrialized sector of Farnhams Legend. So far, it has taken out a Raptor and both its heavily-armed Python escorts as well as a wing of 40 assorted Eclipses, Ls, and LXs.. It has even started dismantling a rather large complex I built in the sector.. :cry:

Is there any way to turn this killing machine off? A script? Something I can delete or modify with the script editor? Maybe a way to change it so that it is no longer totally invulnerable to attack and allow me to simply kill it? I don't even really care about completely botching plot if it means I can be rid of this damned Tempestine monster..
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