[SCRIPT] Auto explore v1.2 + Deploy Satellite Network replacement v1.1 [2009-07-19]
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Re: [SCRIPT] Explorer Command Extension v1.2.1 (+ fixes) [2008-11-28]
I'm sorry, I've never really messed with scripts in games before but what is a SPK file format? Nothing I've got will read/decompress it and googling only turn up some company called southlogic whose over-fancy flash sight was useless.ThisIsHarsh wrote:This script adds two new commands under the Navigation menu: [Auto explore] and [Scan asteroids]. It is available in spk format[/code]
It's a package to make installing scripts easier, use it with Cycrows Plugin Manager:
http://forum.egosoft.com/viewtopic.php?t=218121
http://forum.egosoft.com/viewtopic.php?t=218121
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Odd, this script doesnt work at all for me.
I don't see any of the new commands in navigation command. Yes i got the navigation command software installed in the ship, got pretty much em all incl mineral scanner. (wich is the one i want to use the most)
I got other scripts running and working perfectly. None that should conflict with yours tho, since none of them adds commands in the navigation menu.
Edit: except i got some Grax remove rocks (aaaa.remove.rocks.xml) - it's just the small rocks it removes, not atreroids. Could it be that?
I don't see any of the new commands in navigation command. Yes i got the navigation command software installed in the ship, got pretty much em all incl mineral scanner. (wich is the one i want to use the most)
I got other scripts running and working perfectly. None that should conflict with yours tho, since none of them adds commands in the navigation menu.
Edit: except i got some Grax remove rocks (aaaa.remove.rocks.xml) - it's just the small rocks it removes, not atreroids. Could it be that?
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Re: [SCRIPT] Explorer Command Extension v1.2.1 (+ fixes) [2008-11-28]
ThisIsHarsh wrote: I have also created a (temporary) fix for the issues reported in the stock Explorer implementation. Namely this attempts to fix:
[...]
[Map Sector] bug, where jumpgates are not discovered. I'm not entirely sure about this one. It seems to perform better now, but there are still instances where jumpgates (and stations) are not discovered.
Is it fiexed in the current X3T version or the the fix is still needed ?
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(Link works (again))
Interesting script! I was thinking about the exact same thing. Currently my universe is explored (manually) but next time I start a game, I will definitely use this.
When I was thinking about about that script, I had some more ideas for it. So if you are still scripting, you could take them for your script, if you like them:
- I thought about giving a certain direction (NE, SW and so on) so the ship will go through northern sectors first, then if there are no more northern sectors, it will take an east sector and so on. That way, you could send multiple ships with different direction settings. But your version is probably just fine.
- I thought it would be cool to have the ships buying and deploying satellites automatically, when they find abandoned ships. Of course it would be good if they (additionally) send you a message with the location and status of the found ship.
Interesting script! I was thinking about the exact same thing. Currently my universe is explored (manually) but next time I start a game, I will definitely use this.
When I was thinking about about that script, I had some more ideas for it. So if you are still scripting, you could take them for your script, if you like them:
- I thought about giving a certain direction (NE, SW and so on) so the ship will go through northern sectors first, then if there are no more northern sectors, it will take an east sector and so on. That way, you could send multiple ships with different direction settings. But your version is probably just fine.
- I thought it would be cool to have the ships buying and deploying satellites automatically, when they find abandoned ships. Of course it would be good if they (additionally) send you a message with the location and status of the found ship.
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Update v1.2.2 + Deploy Satellite Network replacement
Removed "Scan asteroids" command, since there is now a stock version.
Added a somewhat more intelligent replacement for the "Deploy Satellite Network" command. No script files are replaced, the command is simply remapped. This version takes much the same input as the stock version, but searches for target sectors and places to buy Adv. Satellites more intelligently. It also, most importantly (IMO), uses the jumpdrive, refuelling as necessary, based on the ship's autojump and refuel settings. Basically a 'fire and forget' satellite deployment solution (until the ship gets destroyed by roving baddies).
The two commands ("Auto explore" and "Deploy Satellite Network") have been split into two separate plugins - check the OP.
Removed "Scan asteroids" command, since there is now a stock version.
Added a somewhat more intelligent replacement for the "Deploy Satellite Network" command. No script files are replaced, the command is simply remapped. This version takes much the same input as the stock version, but searches for target sectors and places to buy Adv. Satellites more intelligently. It also, most importantly (IMO), uses the jumpdrive, refuelling as necessary, based on the ship's autojump and refuel settings. Basically a 'fire and forget' satellite deployment solution (until the ship gets destroyed by roving baddies).
The two commands ("Auto explore" and "Deploy Satellite Network") have been split into two separate plugins - check the OP.
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- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
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- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
I still get all readtext errors with the deploy satellite command. Looking at the files I see no T file, and the T file included with the auto explore command doesn't have anything for the deploy satellites.
I also have one request for this script. Allow configurable Satellite drops. aka I don't just want 1 sat in the center of every sector, or just one somewhere else. All sectors are different. I'd like the option to have sats dropped at all the gates, and sats to cover all of the stations in a sector.
I know I can already use mars for this, but it would be 10x easier at the very least if sats could be dropped to cover all the gates and most of the sector.
Unless the script does this already and I just don't realize it yet. then I can remove this post
I also have one request for this script. Allow configurable Satellite drops. aka I don't just want 1 sat in the center of every sector, or just one somewhere else. All sectors are different. I'd like the option to have sats dropped at all the gates, and sats to cover all of the stations in a sector.
I know I can already use mars for this, but it would be 10x easier at the very least if sats could be dropped to cover all the gates and most of the sector.
Unless the script does this already and I just don't realize it yet. then I can remove this post
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Update - Deploy Satellite Network replacement v1.2.2
Forgot to add the t file , should stop ReadText problems. Thanks to Tasloth for pointing that out.
Forgot to add the t file , should stop ReadText problems. Thanks to Tasloth for pointing that out.
I do keep thinking about this. There was a script I used in X3R which does something similar. It's quite a bit of extra work though, got a couple other plugins on the go right now, but I will come back to this.Tasolth wrote:I also have one request for this script. Allow configurable Satellite drops. aka I don't just want 1 sat in the center of every sector, or just one somewhere else. All sectors are different. I'd like the option to have sats dropped at all the gates, and sats to cover all of the stations in a sector.