[Script] JMCorp Auto Freight Scanner V5 - Updated 02/September/2007
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in the original post i added a link to a script that will kill all running processes on the player ship up to 1000 as the game loads. that will stop the freight scanner from running on your ship and crashing your game.
setup.JMC.EndTask
JMC.EndTasks
add the two scripts to your script folder, load your game and then go save it at a station. then go remove the scripts again to prevent them from killing all the running tasks on your ship every time you load a game!
i'm working on a new version of the freight scanner now. i think i figured out at least part of the lockup problem, and it has not happened again on my test system. though it was happening very rarely for me anyway. Sorry for the inconvenience friends!
setup.JMC.EndTask
JMC.EndTasks
add the two scripts to your script folder, load your game and then go save it at a station. then go remove the scripts again to prevent them from killing all the running tasks on your ship every time you load a game!
i'm working on a new version of the freight scanner now. i think i figured out at least part of the lockup problem, and it has not happened again on my test system. though it was happening very rarely for me anyway. Sorry for the inconvenience friends!
Version 4 is out, see original post for updates.
i think i got your crash bug from the licenses.
There was a logic flaw in the way i was checking licenses. Or i should say in the way the scripts work because it should have worked the way i had it. But i've learned that not everything works in the script engine, elseif/else/end seems to be one of the broken things.
i think i got your crash bug from the licenses.
There was a logic flaw in the way i was checking licenses. Or i should say in the way the scripts work because it should have worked the way i had it. But i've learned that not everything works in the script engine, elseif/else/end seems to be one of the broken things.
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- Posts: 1521
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JM:
i think it works now. i tested it yesterday and it seemed ok. even when i ran it and jumped to a sector that i didnt have a licence for. although i didnt try the pirate scanner
also. how do you know if its working? i tryed sitting near a gate that led to a pirate sector with the script running, but didnt turn up any pirate vessels?
just a couple of things though:
once you assign the hot key to activate the non-pirate scanner, you get the computer saying "autopilot activated". however when you press it again to switch it off, it doesnt switch off. the computer says "autopilot activated" again and the script remains active in the extra command slots on the ship. the only way to switch it off was to go to the slot and choose none.
a few suggestions:
maybe change the activating sound to something else?
fix the toggle hot key so you can switch it off if you like?
add a deactivation sound?
i think it works now. i tested it yesterday and it seemed ok. even when i ran it and jumped to a sector that i didnt have a licence for. although i didnt try the pirate scanner
also. how do you know if its working? i tryed sitting near a gate that led to a pirate sector with the script running, but didnt turn up any pirate vessels?
just a couple of things though:
once you assign the hot key to activate the non-pirate scanner, you get the computer saying "autopilot activated". however when you press it again to switch it off, it doesnt switch off. the computer says "autopilot activated" again and the script remains active in the extra command slots on the ship. the only way to switch it off was to go to the slot and choose none.
a few suggestions:
maybe change the activating sound to something else?
fix the toggle hot key so you can switch it off if you like?
add a deactivation sound?
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Sounds like you are using "id 1264 Autopilot activated"Maverick01 wrote:a few suggestions:
maybe change the activating sound to something else?
add a deactivation sound?
Would be better and more inline with Egosoft standards to use
- "id 1341 scanning" for activation
"id 1275 removed" for de-activation
Hope this will be of use
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
that means there's something wrong. when you hit the hotkey it should be saying "autopilot off" to turn it off. i'll look into it. i'm not very good at this scripting stuff sorry i'll keep working on it! i have been meaning to rebuild it, maybe i just need to do that. and not use a toggle switch. the toggle switch was for keeping the command slots down. but maybe i just need to make a player ship version and a patrol version. because the hotkey's look like they really messed it upMaverick01 wrote:JM:
i think it works now. i tested it yesterday and it seemed ok. even when i ran it and jumped to a sector that i didnt have a licence for. although i didnt try the pirate scanner
also. how do you know if its working? i tryed sitting near a gate that led to a pirate sector with the script running, but didnt turn up any pirate vessels?
just a couple of things though:
once you assign the hot key to activate the non-pirate scanner, you get the computer saying "autopilot activated". however when you press it again to switch it off, it doesnt switch off. the computer says "autopilot activated" again and the script remains active in the extra command slots on the ship. the only way to switch it off was to go to the slot and choose none.
a few suggestions:
maybe change the activating sound to something else?
fix the toggle hot key so you can switch it off if you like?
add a deactivation sound?
as for pirate vessels, there's not actually many of them sadly. its probably only about 1 in 500 ships. and you'd be lucky to catch them if you stay at a gate and wait. they might be taking a different route.
@kilrathi
i had thought about that, but those voice clips dont make sense. the closest thing to "on" or "off" are the autopilot messages.
there's a "disabled" but no "enabled" that i can find. which is what i would prefer. or an "activated" and "de-activated" but i cant find that pair either.
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hey mate dont worry bout it. i havnt got a clue where to start when it comes to scripting. so your 100 times better than ill ever be. plus i would like to try my hand at it, but family life dictates that ill have to settle for using these great community scripts since i dont have time.
so keep up the good work!
i look forward to the next version
so keep up the good work!
i look forward to the next version
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2 things:
1) this script was written after the auto jump away script. i piggy backed on the T file i used for that one as it says to do in the scripting tutorials. use one T file for everything so you're less likely to conflict.
2) if cycrow didn't use a separate T file for every script we wouldn't have this problem. when i started scripting again i used the same T file for everything i wrote. i checked the stickied T file list, and that script wasn't on it. so i used the number i used. it's not that hard to change.
i could change the script but then i'd probably run into another script conflict, and then another, and then another, etc.
or cycrow could consolidate some of his scripts down into one T file.
1) this script was written after the auto jump away script. i piggy backed on the T file i used for that one as it says to do in the scripting tutorials. use one T file for everything so you're less likely to conflict.
2) if cycrow didn't use a separate T file for every script we wouldn't have this problem. when i started scripting again i used the same T file for everything i wrote. i checked the stickied T file list, and that script wasn't on it. so i used the number i used. it's not that hard to change.
i could change the script but then i'd probably run into another script conflict, and then another, and then another, etc.
or cycrow could consolidate some of his scripts down into one T file.
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as long as the numeric value to the left of each line is not the same as the numeric values i used in my scripts then yes. that's the page ID. each text entry has to have a unique page ID. if his script uses page IDs that are not the same as mine you can copy his text into my file, or my text into his file and it will work fine.
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OK. I think it should be OK, but I'm no scripting expert. So I'll ask one! Can this lot go into the t file?
Code: Select all
<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="17" title="mass driver generator">
<t id="11363">Mass-Driver ammo Generator</t>
</page>
<page id="7550" title="mass driver generator">
<t id="1">Enable Mass Driver Ammo Generator</t>
</page>
</language>
paste this into the T file replacing all text in the file.
Code: Select all
<?xml version="1.0" encoding="utf-8" ?>
<language id="44">
<page id="2008" title="Script Command Names" descr=" ">
<t id="1245">CMD_ACTIVATE_AUTOJUMPAWAY_V3</t>
<t id="1248">CMD_DEACTIVATE_AUTOJUMPAWAY_V3</t>
<t id="1247">CMD_CYCLE_AUTOFREIGHTSCAN_V4</t>
</page>
<page id="2010" title="Command Long Names" descr=" ">
<t id="1245">Activate Auto Jump Away V3</t>
<t id="1248">DEActivate Auto Jump Away V3</t>
<t id="1247">Cycle Auto Freight Scan V4</t>
</page>
<page id="2011" title="Command Short Names" descr=" ">
<t id="1245">AAJA</t>
<t id="1248">De.AAJA</t>
<t id="1247">CAFS</t>
</page>
<page id="2022" title="Infoz!" descr=" ">
<t id="1245">This command allows a ship to automatically jump away from danger instantly within the same sector. The distance and direction are random. This is due to the fact that you are hotwiring your jump drive!</t>
<t id="1248">Stops the autopilot from continuing to ready the jump drive</t>
<t id="1247">With a freight scanner and special command software your ship can auto scan any other ships nearby to locate criminals.</t>
</page>
<page id="17" title="mass driver generator">
<t id="11363">Mass-Driver ammo Generator</t>
</page>
<page id="7550" title="mass driver generator">
<t id="1">Enable Mass Driver Ammo Generator</t>
</page>
</language>
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- Posts: 1521
- Joined: Mon, 20. Dec 04, 23:23
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- Posts: 1521
- Joined: Mon, 20. Dec 04, 23:23