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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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dragonsblade71uk
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Post by dragonsblade71uk » Fri, 7. Nov 08, 17:26

Sorry you can ignore my previousposts. Seems that I hadn`t got the latest. I think I had some issues downloading it, when i first tried.

tatakau
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Post by tatakau » Sun, 9. Nov 08, 11:03

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Last edited by tatakau on Wed, 12. Jun 19, 11:53, edited 1 time in total.

jazzmanflynn
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xr

spacesuit repairs

Post by jazzmanflynn » Wed, 12. Nov 08, 17:19

Great script, sure beats flying around with repair laser, cheers!!!

I decided that it would be cool to have the marines repair the outside of the ship as well. I liked the idea in the post earlier about 75% repairs can be done inside, but marines would need to eject to finish off repairs.

I've no idea what affect this has on performance as I don't get great performance anyway, and have only tested in 3 worlds with 3 marines in sector which is pretty chilled in my universe.

It doesn't work as a full script yet, just enough lines to prove the concept, but I thought i'd share and se if it is something you want to incorporate or I may release my own marine repair squad if not;)

Basically, the ship "spacesuit" has a repair laser, I do a script with TARGET ship for argument and order spacesuit follow that ship (it is a little supertuned) then "fire on TARGET with turret 0" in loop condition if TARGET hull is less than max hull.

Let me know if you find this useful as I think the 2 ideas combined for interior and exterior repairs is best. Otherwise I will make a marine repair squad.

Thank you very much for your script.

Thygrrr
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Post by Thygrrr » Wed, 12. Nov 08, 22:28

This is an IMMENSELY useful and "in theme" mod. Thank you!
X³ - Terran Conflict, Steam Version
Mein DXDIAG dump (clicky)

X3UNIVERSELORD
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x3

Post by X3UNIVERSELORD » Mon, 17. Nov 08, 15:46

Your download has failed. There were no available download servers.
Click here to try your download again. Click here to try your download again.
Mind sharing it somewhere else as a backup mirror, because this does not work so well as it should :)

plynak
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Post by plynak » Mon, 1. Dec 08, 11:08

There was an error processing your request. Please wait while your request is retried in 10 seconds...

If this error persists, please contact FileFront support.
Yes please, add it to the Rapidshare or somewhere else for a download. Thanks.
Intel Core i5 4590, 2 x 8GB DDR3 1600, MSI GTX 1060 Armor, Asus H97 Pro, Asus Xonar DG, Crucial MX100 128GB SSD + 1TB WD Caviar Blue, Seasonic S12G 550W, Corsair 550D, 22'' LG

Luckychuck
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Post by Luckychuck » Mon, 1. Dec 08, 14:13

I just downloaded this and I'm having a problem with it. It's not working and it doesn't show up in the AL menu. There seems to be a script missing from the spk.........a setup script? Can someone confirm this? In the file I downloaded there are 9 scripts and 1 T file.

On a side note, I don't use the Plugin Manager, but extract the files manually with the SPK Explorer. If I try to extract all it comes up with an error. If I select all and then extract the selected files it works. Never had this problem with any other spk.

Any help getting this to work is appreciated. Thanks!

Luckychuck
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Post by Luckychuck » Thu, 4. Dec 08, 02:13

tatakau, are you still here?

Still can't get this to work. I still think the V1.01 spk is missing the setup script. ?? As I don't have the V1.00 spk, I can't check to see if there was one in there.

Can anyone help please? Thanks.

Legionnaire
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Post by Legionnaire » Thu, 4. Dec 08, 02:40

ive just extracted my version and also get 9 scripts and 1 t file, however mine is working fine when i run it through plugin manager.

the spk version file name/number is

MarineRepairs-V1.01-01.118.spk
file size 21kb
right click propetties size 20.7 KB (21,239 bytes)

Legionnaire

xiriod
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Post by xiriod » Thu, 4. Dec 08, 03:02

Ahh, I remember now. This happened to me too. It was during the during the download the file got corrupted. I just downloaded it again, and that time it worked. Try downloading it again, and yet again if that don't work either. Filefront's problem I guess :)

xiriod
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Post by xiriod » Thu, 4. Dec 08, 19:38

Errrrrr, does these Marines insta-repair ships? I just captured a Xenon LX with 9% hull, and jumped out. I was about to go outside to repair it as I forgot I got marines aboard and it was magically repaired within what must have been under 30 seconds (?!?).

I thought they at least use some time to do this, or am I wrong?

EDIT: No matter, after poking around a bit I found a 15 second timer. I set it to 600 instead for me :)

Luckychuck
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Post by Luckychuck » Fri, 5. Dec 08, 01:56

Yeah!!! :D I got to work.

Much thanks to both of you, Legionnaire and xiriod. I followed both of your advice. I re-downloaded it and used the Plugin Manager to extract it. I think that maybe the spk explorer was corrupting one or more of the scripts when I tried to extract them since it did give me an error. :oops:

Anyway, thanks again for your help!

xiriod
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Post by xiriod » Fri, 5. Dec 08, 01:59

Luckychuck wrote:Yeah!!! :D I got to work.

Much thanks to both of you, Legionnaire and xiriod. I followed both of your advice. I re-downloaded it and used the Plugin Manager to extract it. I think that maybe the spk explorer was corrupting one or more of the scripts when I tried to extract them since it did give me an error. :oops:

Anyway, thanks again for your help!

Great to hear! :) I always extract the spk's and install the oldschool way. But that's me :D

Luckychuck
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Post by Luckychuck » Fri, 5. Dec 08, 02:24

xiriod wrote:

Great to hear! :) I always extract the spk's and install the oldschool way. But that's me :D
Actually, I installed it the old school way too. I just used the plugin manager to "load" it into my fake game folder, then copied just the necessary scripts and the t file and put them in my real game folder.

Lancefighter
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Post by Lancefighter » Fri, 5. Dec 08, 04:36

*poke* from what I understand, new script instructions have been added... specifically, one to get marine level or something.

are there any plans to further work on this project because of that?

mrgman
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Post by mrgman » Sun, 7. Dec 08, 03:42

cant seem to download can you upload somewhere other then file front please i`d love this mod

xiriod
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Post by xiriod » Mon, 8. Dec 08, 19:05

OOooooooookay. This mod has a weird side effect in my game. It randomly crates things like missiles and ammo on board the ships that had the marine's repair them last. This is during and after repairs are finished.

Suddenly 50 mosquito missiles show up, or chain gun ammo and such. Is this an intended feature? :) When I turn the marine repairs off, it stops. And if I start it again it will not continuing spawning on those ships until the marines start to repair something again.

Scoob
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Post by Scoob » Fri, 12. Dec 08, 13:39

Hi all,

Re: Balance.

I think the repair rates are fine...it's automatic, can be massively sped up via SETA and the player can get on with other things. I like it.

You could say that Marines have to get paid for these 'extra duties', say a few Cr. per hull repaired...I'd suggest a MUCH cheaper rate than Shipyard repairs...still, the Player can repair for free so why not Marines?

At the end of the day you've paid for the Marines and they're actively either saving you Cash or very very lengthy repairs...they're also not at risk floating around in their spacesuits like the player is while repairing.

One thing I was thinking of to 'balance' (very subjective!) was saying that the ship cannot be in combat at the time...Marines could in theory be standing by to repell potential boarding attempts...if that ever gets implemented! We already know that 10 Marines aren't really going to help if you hull is being hit by HEPT fire, let alone PPCs.

To confirm the ship is out of combat could you not simply say something like: If Shields = FULL and Weapons Energy = FULL then ship is 'safe' so begin repairs?

Just a thought.

Cheers,

Scoob.

angrysquirrel
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Post by angrysquirrel » Fri, 19. Dec 08, 16:07

HI tatakau!

Could you please explain how I can increase the amount of time it takes to repair a ship? Sorry for my ignorance. I suspect I need to edit an .xml file or something. Could you plese explain how I do that? Do I use notepad or wordpad? Can I do that with word?

Your script works great but the repair speed is so fast I feel like I'm cheating. I'd like something with SETA 10x enabled where you see a movment in hull intengrity every 30 seconds.

Something even cooler would be to have the marines outside of the ship and do the repairs. So you'd have to stop your ship, hit x key to launch your marines and then maybe another key to start repairs. A cool sound effect would be nice but I think that would be too much. Soo I'm rambling. Just a wa to slow the speed down would be great! Thanks!

fud
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Post by fud » Fri, 19. Dec 08, 16:28

It's likely in a script, that you'll have to edit in game, with the script editor.

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