[SCRIPT] Salvage Commands & NPCs v1.5 [2008-11-20]

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Heretic666
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Post by Heretic666 » Mon, 3. Nov 08, 07:51

Or just tell the ship to dock at the nearest station and then message the player telling them where the ship is now docked?
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Khaak_Slayer
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Post by Khaak_Slayer » Mon, 3. Nov 08, 14:44

This looks brilliant dude, i am definitely using this, already installed it.

I really like your mods, you truly deliver.

I have just had an idea for a possible addition to this one, i'm not sure how easy it'd be to implement however.

Could you make it so that, when installed on a capital ship, it could then send out all docked ships as drones to collect ships in the sector, and then have those collected ships dock at the carrier, and once the carrier is full, you could designate a shipyard for some of them to be offloaded at.

I'd imagine this would be pretty hard, but i'm throwing it out there any way.
Rawr.

ThisIsHarsh
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Post by ThisIsHarsh » Thu, 6. Nov 08, 08:48

Update v1.2

Main changes:

:arrow: Added command "Strip all ships docked at...". Orders the ship to dock at selected station and attempt to transfer all wares from all player-owned ships also docked there.

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corhen
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Post by corhen » Fri, 7. Nov 08, 06:38

is it possible to give these guys bravado as well?

it quite annoying when in the middle of a fire fight, these guys appear, and start stealing your hard won M6's

if they had a bravado rating, only the crazy ones would enter the middle of a large fire fight, reckless ones would enter i fight between m4-5, and then it would be amount of time after the fight, the cautions ones would take 10-15 minutes after the last shot was fired.

Thanks

Corhen

ThisIsHarsh
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Post by ThisIsHarsh » Fri, 7. Nov 08, 07:12

corhen wrote:it quite annoying when in the middle of a fire fight, these guys appear, and start stealing your hard won M6's.
:lol:, but seriously, that is quite a good idea. I will add 'make NPC salvagers stay away whilst firefight is going on' to my ever growing todo list. The 'Universe salvager' command doesn't go into sectors where there are enemies spotted, so it makes sense the NPC salvagers would wait til the fight has died down before going in as well

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TSM
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Post by TSM » Sat, 8. Nov 08, 17:02

Great Script, but would it be possible for salvaging ship to ask where to send claimed ships for instance my carrier is normally in same sector as the salvager, or in the case of some sectors I have a station :)
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mrscribbler
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Post by mrscribbler » Sat, 8. Nov 08, 20:53

Ok, I've found a bug. It seems that sector salvagers are trying to salvaging ship that either have Unknown Object as pilot. Not succeeding, mind you, but trying.

Otherwise, I love the script.

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Post by mrscribbler » Sat, 8. Nov 08, 20:55

TSM wrote:Great Script, but would it be possible for salvaging ship to ask where to send claimed ships for instance my carrier is normally in same sector as the salvager, or in the case of some sectors I have a station :)
I second this, although I think it should just be based on the homebase of the salvager.

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TSM
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Post by TSM » Sat, 8. Nov 08, 21:49

mrscribbler wrote:
TSM wrote:Great Script, but would it be possible for salvaging ship to ask where to send claimed ships for instance my carrier is normally in same sector as the salvager, or in the case of some sectors I have a station :)
I second this, although I think it should just be based on the homebase of the salvager.
:lol: i did not think of that :P
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ThisIsHarsh
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Post by ThisIsHarsh » Sat, 8. Nov 08, 22:22

mrscribbler wrote:Ok, I've found a bug. It seems that sector salvagers are trying to salvaging ship that either have Unknown Object as pilot. Not succeeding, mind you, but trying.
So are these Unknown Object piloted ships active, or abandoned but for some reason still have a pilot? Are they xenon/khaak ships or normal race ships? Are you running any script that adds ships to the universe (besides this one of course)?


@mrscribbler & TSM: That is a good idea and not too difficult to add. I'll modify to have newly claimed ships move to homebase if the homebase is a ship, or shipyard otherwise.... OK? - I can imagine this being very useful if using Graxter's Mobile Ship Repairs script or tataku's Marine Repairs script, and using the repair ship as homebase.

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TSM
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Post by TSM » Sat, 8. Nov 08, 22:27

ThisIsHarsh wrote:
mrscribbler wrote:Ok, I've found a bug. It seems that sector salvagers are trying to salvaging ship that either have Unknown Object as pilot. Not succeeding, mind you, but trying.
So are these Unknown Object piloted ships active, or abandoned but for some reason still have a pilot? Are they xenon/khaak ships or normal race ships? Are you running any script that adds ships to the universe (besides this one of course)?


@mrscribbler & TSM: That is a good idea and not too difficult to add. I'll modify to have newly claimed ships move to homebase if the homebase is a ship, or shipyard otherwise.... OK?
Fine with me your the brains :wink: :D
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mrscribbler
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Post by mrscribbler » Sat, 8. Nov 08, 23:41

ThisIsHarsh wrote:
mrscribbler wrote:Ok, I've found a bug. It seems that sector salvagers are trying to salvaging ship that either have Unknown Object as pilot. Not succeeding, mind you, but trying.
So are these Unknown Object piloted ships active, or abandoned but for some reason still have a pilot? Are they xenon/khaak ships or normal race ships? Are you running any script that adds ships to the universe (besides this one of course)?
Well, I know for sure of 2 instances. The bigger one is from the second (I think) OTAS mission. The one where you escort a convoy. It ended up spawning loads of Pirate Ospreys and Centaurs, and a few M3-6s, though they never turned red (possibly because every one of them spawned with 0 bravado rating). All of them seem to be piloted by Unknown Object, and all of them have a bravado rating of 0...I managed to cap about 300 mil worth of them before I got bored (that's just hulls -- I didn't bother selling their equipment yet). And I managed to cap most of them with 90+% hull.

:lol:

Anyway, I just sent a Disco to start salvaging my caps when I realized that it was doing nothing of the sort. So I checked, and it was going after a still piloted and active ship.

Ok, second example is in Omicron Lyrae. I just set my Maggy to salvage, only to have her go after the (piloted) merc ships that seem to follow the Exterminator (I think). As such. I turned it off. Mind you, another time, I somehow managed to salvage a bunch of merc ships -- not sure how -- except that whenever their orders cleared, they went to idle. It was funny getting rid of them...in a frustrating kind of way.
ThisIsHarsh wrote:@mrscribbler & TSM: That is a good idea and not too difficult to add. I'll modify to have newly claimed ships move to homebase if the homebase is a ship, or shipyard otherwise.... OK? - I can imagine this being very useful if using Graxter's Mobile Ship Repairs script or tataku's Marine Repairs script, and using the repair ship as homebase.
Sounds good. I use the Marine Repairs script myself, and the less I gotta micromanage for it, the better. That said, I wonder if you would include a strip equipment command to the ships themselves? Or maybe a way to sell a bunch of ships without sending them to the shipyard, so long as you pay a fee? Would mean that early on, people would of course baby the ships all the way to the yards, but later on fixing, stripping and selling and being done with them sounds way more appealing.

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Post by mrscribbler » Sun, 9. Nov 08, 00:44

Thisisharsh, something I forgot. How about make it so that, if the ship doing the salvaging is a carrier, any ships capable of docking dock, while all others are sent to the shipyard?

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Post by ThisIsHarsh » Sun, 9. Nov 08, 00:52

@mrscribbler: Thanks a lot for that feedback, extremely useful and detailed. I'll get this issue sorted out for the next version.

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Post by smbh » Mon, 10. Nov 08, 03:18

Jump in to a Xenon sector known to be trafficked by braindead NPCs , clean up, call your fast salvagers - LOTS of ships gained :)

By the way, it would be nice to have the option of the salvaged ships autonamed , it get hard to keep track of all Your <insert name> floating around .

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TSM
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Post by TSM » Thu, 13. Nov 08, 12:20

any idea's on time frame for this update :)
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Kragma
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Post by Kragma » Thu, 13. Nov 08, 14:05

do the NPC salvagers "reserve" ships in advance of claiming them?

I had an odd issue yesterday with a station defence mission that sent a load of pirates at me - managed (with cycrows npc bail script) to get 2 M6's and an M8 to bail but I couldn't claim any of the ships.

The pilots definitely bail as I see them floating around in their tin foil suits, but the ship doesn't seem to empty correctly, when i click on the target i have the option to 'Scan' (as if it is still piloted) but not to claim.

Then I see there are 2-3 NPC salvagers making their way to the ships, they roll up and then claim the ships and fly off with my bounty.

I then reloaded the autosave at the station to try again - this time I managed to get 1 M6 to bail, hit the salvage hotkey immediately but same problem. It seems that the NPC salvagers somehow lay claim to the ship even though they are still several k away and I am unable to take control of them (using both the Salvage hotkey script and the usual eject from ship and close to 35m method).

Any ideas?

Not sure if this is just localised to the one sector as I havent seen this problem before and have yet to try another mission since.

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dragonsblade71uk
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Post by dragonsblade71uk » Thu, 13. Nov 08, 14:32

New 1 for ya, although not sure you can fix this as seems to be related to the core game bug.
My salvager is running around chasing the BLUE Pirates in HOME of LIGHT.
I have got too that point where it seems the game will spawn pirates in sectors and they are BLUE (as in friendly).

This ofc means that the salvager is now totally useless as it will just spend it`s time trying to claim an active ship.

I tried cheat claiming the ship it was chasing and it just selected another ACTIVE Blue pirate in the sector.
As many of the sectors now have them, it will never claim actual abandoned ships.

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Post by ThisIsHarsh » Fri, 14. Nov 08, 06:58

Kragma wrote:do the NPC salvagers "reserve" ships in advance of claiming them?

. . .

The pilots definitely bail as I see them floating around in their tin foil suits, but the ship doesn't seem to empty correctly, when i click on the target i have the option to 'Scan' (as if it is still piloted) but not to claim.

Then I see there are 2-3 NPC salvagers making their way to the ships, they roll up and then claim the ships and fly off with my bounty.
No, they don't reserve ships, they simply fly to the sector then begin 'Sector salvager' command - exactly the same as if you used that command. You should be able to claim the dodgy abandoned ships using Salvage Claim Software still. However, in the next version of NPC Bail Addon I have prevented such unclaimable ships from bailing, so it shouldn't be an issue in future.

dragonsblade71uk wrote:New 1 for ya, although not sure you can fix this as seems to be related to the core game bug.
My salvager is running around chasing the BLUE Pirates in HOME of LIGHT.
I have got too that point where it seems the game will spawn pirates in sectors and they are BLUE (as in friendly).
Yeah, this is already fixed for the next version, just not added all the features I wanted yet so been holding off on the upload. I'll probably upload a fix update for the weekend and add the new features in a separate update.

. . .

So yeah a new update due hopefully this evening if not tomorrow.

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corhen
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Post by corhen » Fri, 14. Nov 08, 07:45

w8, so ships you wont beable to claim wont bail??
wont that massivly change the Bail rate??

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