[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

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

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cyfagy
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Post by cyfagy » Tue, 13. Dec 16, 09:56

ahh ok

ty for the quick response

and btw great mod love it :)
warming by devil´s fire

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TECSG
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Post by TECSG » Tue, 13. Dec 16, 19:07

Thanks, always appreciate good feedback!

icefire817
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Post by icefire817 » Sun, 16. Apr 17, 02:10

So I finally stumbled upon the prototype vessel. What do you guys do with it? I was thinking it would make a sweet flagship, or blueprint it, or find out what happens if I give it back? Not sure what the "greatly rewarded" bit refers to but if I use SCS and salvage it, it is a nice bit of cash.
What do you guys do?

Joelnh
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Post by Joelnh » Sun, 16. Apr 17, 04:45

If you could get the salvaging ships and wares part working in LU that would be a great help and a good start for getting this functional.

Pind
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Post by Pind » Sun, 16. Apr 17, 05:39

Joelnh wrote:If you could get the salvaging ships and wares part working in LU that would be a great help and a good start for getting this functional.
FYI a year or two ago I had this installed on LU so it is possible. Unfortunately I don't remember much... I think it was simply a software requirement edit in the script and was pretty easy.

icefire817
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Post by icefire817 » Sun, 16. Apr 17, 07:05

Pind wrote:
Joelnh wrote:If you could get the salvaging ships and wares part working in LU that would be a great help and a good start for getting this functional.
FYI a year or two ago I had this installed on LU so it is possible. Unfortunately I don't remember much... I think it was simply a software requirement edit in the script and was pretty easy.
I made no changes and have had it working fine. Only issue is Salvage Command Software shows up as {unnamed} or something like that. The scripts all seem to function great.

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TECSG
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Post by TECSG » Sun, 16. Apr 17, 11:43

It's possible that LU uses the same ware slot as SCS (5833), unfortunately you can't just change the ware slot as they are fixed at certain prices.

You could try checking (in-game) the text stored at 17,5833 to see what name is stored there. It should be "Salvage Command Software".

shanjoo
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help

Post by shanjoo » Tue, 25. Apr 17, 18:30

I'm confused by something in the mod. It gives me a message about a prototype ship that was stolen while on a test flight and the ship sent a coded message before going dark. 8.0.8.16. I've been trying to figure it. I thought it may be coordinates, but It didn't turn anything up. Please help.

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TECSG
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Post by TECSG » Tue, 25. Apr 17, 18:54

Hi shanjoo,

There are quite a few posts about that in this thread, suffice to say a map will help you, either a paper/image based one or Scorp's program.

If you're really stuck I will send you a PM.

shanjoo
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Post by shanjoo » Tue, 25. Apr 17, 22:59

TECSG wrote:Hi shanjoo,

There are quite a few posts about that in this thread, suffice to say a map will help you, either a paper/image based one or Scorp's program.

If you're really stuck I will send you a PM.
Can't figure it out. Any help you can provide would be helpful.

Joelnh
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Post by Joelnh » Tue, 25. Apr 17, 23:42

speaking of that ship... if your running LU, the ship will respawn in the same spot very quickly. possibly just my game.... anyone else seen this ?

how do I check the text stored at 17,5833 in game ?

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TECSG
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Post by TECSG » Wed, 26. Apr 17, 07:13

As a precaution against losing the ship and/or pilot, both should be respawned within a few seconds if they are destroyed.

Once you collect it, that should be the end of it though.

Joelnh
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Post by Joelnh » Wed, 26. Apr 17, 12:38

The ship was respawning after being claimed by me.

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TECSG
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Post by TECSG » Wed, 26. Apr 17, 18:55

Okay, that shouldn't be happening!

What method were you using to claim it?

Joelnh
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Post by Joelnh » Fri, 28. Apr 17, 23:43

I claimed using the remote control software in LU.

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TECSG
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Post by TECSG » Sat, 29. Apr 17, 08:16

If I remember correctly, you have to fly right up to the ship and it will automatically claim it and trigger the next part of the mission.

If you claim it with any method that just 'makes a ship yours', you will just get the ship. If that happens, my scripts will recreate a new ship as the old one wasn't 'claimed' as far as it's concerned.

Try approaching the ship to within a few hundred meters as see if it works that way.

You should get a pop-up message once the ship is yours.

dtmullican
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Asteroid Relocation Service

Post by dtmullican » Mon, 14. Aug 17, 23:17

For those having the issue with ARS not working, here's a fix that worked for me.

In scs.library.trade, line 170, change from:

170 $MENU = create new array, arguments=$msg, $msg, null, 105, 334

to

170 $MENU = create new array, arguments=$msg, $msg, {Elysium of Light}, 105, 334

(You can change this to any sector that works for you.)

The problem seems to be some issue of jumping out of sector null after the ship is created. Possibly something to do with Advanced Jump Drive and the overrides. Not sure though, as I only started playing around with X3 scripting yesterday.

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TECSG
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Post by TECSG » Tue, 15. Aug 17, 19:26

FYI,

The SCS ships (ARS/MPW/etc.) are only created in the NULL sector as that is treated as 'local' to all sectors.

I think there is a "GetRandomSector within xx jumps" command you can use instead, otherwise you may have issues with the ship not having enough ecells to jump to the required sector.

dtmullican
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Post by dtmullican » Tue, 15. Aug 17, 23:00

Hmm...if that becomes an issue, the simplest way might be to just create the ship in the source asteroid sector? I don't believe there would be much visible difference to the player.

I'm thinking it has to be something with AJD/Overrides that is causing this jump out of Null sector issue, but I'm not familiar enough with X3 scripting to know for sure. It'd be interesting to find out if the people having issues with the ARS and MPW being stuck in sector Null are also running ADJ/Overrides.

lolcat
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Post by lolcat » Mon, 23. Oct 17, 03:07

Hi, I am new to the game as such.. I have installed though some mods in AP (ie/x,xrm,tcap(missions), and some other melarky. Now, if wanting to try this, I get files which will be overwritten.. I don't know if these are defaul tones or possibly have some edits form other packs.. what do I do?

(Generally, I have only added things when they don't overwrite so I am sure it works stil)....

e.g. !fight.attack.object.pck or so.. this I think is a signed so possibly defaul tone? I don't know.. what is the general advice for these things? (in xrm, I have a bunch of cargo drops in space so this would be good :D).
MARS'? incoming missile sound sounds like Marilyn Monroe farting at a cinema [not too loudly], going woo , wooo, wooo, wooo. <3

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