[SCRIPT] Dead Ships Revival Script
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- ninjitsumonk
- Posts: 1874
- Joined: Thu, 1. Mar 07, 09:21
errmm... No.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.
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.
Archeo Avis wrote:So what you're saying is, if you ignore everything that's different and focus only on the one thing that's the same, they're same.if you take out phrasing and root notes and just look at the notes, they are the same
Good God.
@moggy, I don't have euclid's version, so can you say how much this X3plus (Lucike's) version differs?
Ie, would it fail the same way?
Code: Select all
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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
...
Goner Pancake Protector X
Insanity included at no extra charge.
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Insanity included at no extra charge.
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- Carlo the Curious
- Posts: 16999
- Joined: Mon, 5. Mar 07, 22:03
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 againdminor wrote:I have an Arrow and a Starburst in Freedoms Reach that look Derlict. Good chance that these are "dead ships"?....
Cheers Euclid
is there no way to write them a job, as in something like domonstration racers or somethingeuclid wrote: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 againdminor wrote:I have an Arrow and a Starburst in Freedoms Reach that look Derlict. Good chance that these are "dead ships"?....
Cheers Euclid
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
i was born and raised argumentative i dont mean to offend ...... sorry
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?
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.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?
The script finds each of these ships and starts a job.
Cheers Euclid
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.
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.
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... 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.
I know before when I used the big ship bail out script, it really created so many dead ships... 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.
- Jaga_Telesin
- Posts: 435
- Joined: Sat, 16. Sep 06, 22:48
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.
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.
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.
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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- Posts: 152
- Joined: Tue, 26. Feb 08, 07:03
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..
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..
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..
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..
Intel I7 3770K OCed @ 4.2Ghz
ASRock Z77 Extreme4
16Gb Mushkin DDR3 @ 2800
SanDisk Ultra Plus 128GB Solid State Drive
EVGA Nvidia 660Ti w/3GB GDDR5
Enough fan noise to raise the dead
ASRock Z77 Extreme4
16Gb Mushkin DDR3 @ 2800
SanDisk Ultra Plus 128GB Solid State Drive
EVGA Nvidia 660Ti w/3GB GDDR5
Enough fan noise to raise the dead