[SCRIPT] Salvage Commands & NPCs v1.5 [2008-11-20]
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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.
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.
- dragonsblade71uk
- Posts: 236
- Joined: Sat, 8. Jul 06, 00:01
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.
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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- Joined: Sun, 19. Oct 08, 18:46
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.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.
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.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).
. . .
So yeah a new update due hopefully this evening if not tomorrow.
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- Joined: Sun, 19. Oct 08, 18:46
It will only affect certain mission ships and plot ships. So yes, in a way it will affect the bail rate, but only for mission critical ships, and only for some missions. E.g. I've never had a problem with patrol missions, but I (finally!) found a station defence mission where the ships are configured somewhat oddly and you can't claim them the normal way, so I disabled bailing for such weird ships since it can cause some unexpected behaviour and was obviously not wanted by the mission designers.corhen wrote:w8, so ships you wont beable to claim wont bail??
wont that massivly change the Bail rate??
I may add an option to keep allowing such ships to bail, but with a disclaimer that it may cause unintended results...
thx for all your work Harsh - same goes to all the scripters out there who help improve on an already awesome game!
FYI I restarted the same mission last night to test some things out, and it seems that something has slightly changed in how the salvage command works (think i re-initiated the script or uninstalled / reinstalled to test) and what happens now is I can claim the ships only if I fly into close range where pressing 'info' will bring up details of the ships loadout / cargo etc (think its less than 2k or 1.5k, something like that) - then it seems to be cappable.
Outside this range (between 2-5k) when i try to claim I get a voiceover telling me 'command rejected' or somesuch.
Any ideas? It's not a big deal really as being able to cap a ship from 5k out was a bit of a luxury!
FYI I restarted the same mission last night to test some things out, and it seems that something has slightly changed in how the salvage command works (think i re-initiated the script or uninstalled / reinstalled to test) and what happens now is I can claim the ships only if I fly into close range where pressing 'info' will bring up details of the ships loadout / cargo etc (think its less than 2k or 1.5k, something like that) - then it seems to be cappable.
Outside this range (between 2-5k) when i try to claim I get a voiceover telling me 'command rejected' or somesuch.
Any ideas? It's not a big deal really as being able to cap a ship from 5k out was a bit of a luxury!
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- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
You mean the Piracy menu "Claim ship" command? If that is what you are talking about then it has to do with Cycrow's Salvage Claim Software - used by this plugin, but a completely seperate plugin in it's own right. Could be that Cycrow has decided to modify the range. Check the Salvage Claim Software thread (link in OP or in sticky).Kragma wrote:thx for all your work Harsh - same goes to all the scripters out there who help improve on an already awesome game!
FYI I restarted the same mission last night to test some things out, and it seems that something has slightly changed in how the salvage command works (think i re-initiated the script or uninstalled / reinstalled to test) and what happens now is I can claim the ships only if I fly into close range where pressing 'info' will bring up details of the ships loadout / cargo etc (think its less than 2k or 1.5k, something like that) - then it seems to be cappable.
Outside this range (between 2-5k) when i try to claim I get a voiceover telling me 'command rejected' or somesuch.
Any ideas? It's not a big deal really as being able to cap a ship from 5k out was a bit of a luxury!
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- Posts: 137
- Joined: Thu, 23. Oct 08, 17:06
Been running your script for a week or so in different games... I seem to have an issue where all my salvage ships just go to a base and dock and sit there doing nothing..... even when my satellite network is reporting there are salvageable ships in sector so and so....
Any ideas on this?
Any ideas on this?
Take it light.....
Malakie
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Malakie
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- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
This is a bit strange, but I have reworked the detection of salvagable ships for the next update... coming very soon... so hopefully this won't be a problem.Malakie wrote:Been running your script for a week or so in different games... I seem to have an issue where all my salvage ships just go to a base and dock and sit there doing nothing..... even when my satellite network is reporting there are salvageable ships in sector so and so....
Any ideas on this?
@Grimm Spector: I have graciously been offered a better host, so your download troubles will soon be over...
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- Joined: Sun, 19. Oct 08, 18:46
Update v1.3
If salvager is a carrier, ships will attempt to dock there. If the carrier runs out of docking space, then the ship will be sent to the nearest shipyard as normal.
"Strip all ships docked here" command. Will attempt to transfer all wares from all ships docked at this ship. Useful when using a carrier as the salvager.
Salvagers will no longer chase after some active ships.
"Destroy all NPC salvagers" Community Configuration Menu option. Use this if you are still seeing NPC salvagers chase after active ships. Any salvagers currently active in your game will still be running the old version of the script, so it may be necessary to destroy them if they are stuck in a loop.
If salvager is a carrier, ships will attempt to dock there. If the carrier runs out of docking space, then the ship will be sent to the nearest shipyard as normal.
"Strip all ships docked here" command. Will attempt to transfer all wares from all ships docked at this ship. Useful when using a carrier as the salvager.
Salvagers will no longer chase after some active ships.
"Destroy all NPC salvagers" Community Configuration Menu option. Use this if you are still seeing NPC salvagers chase after active ships. Any salvagers currently active in your game will still be running the old version of the script, so it may be necessary to destroy them if they are stuck in a loop.
- dragonsblade71uk
- Posts: 236
- Joined: Sat, 8. Jul 06, 00:01
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- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
- dragonsblade71uk
- Posts: 236
- Joined: Sat, 8. Jul 06, 00:01
- dragonsblade71uk
- Posts: 236
- Joined: Sat, 8. Jul 06, 00:01
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Anyway of getting TECSG's SCS MK1 http://forum.egosoft.com/viewtopic.php?t=223882 intergraded into this? Cycrow's SCS hates me. Ive always had problems with his even since the x3R days :/
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When I first saw that script I wondered if I would end up having to support it here... I'll try to sort out a version that supports it, hopefully soon.asser69 wrote:Anyway of getting TECSG's SCS MK1 http://forum.egosoft.com/viewtopic.php?t=223882 intergraded into this? Cycrow's SCS hates me. Ive always had problems with his even since the x3R days :/