[SCR] The Rubber Dinghi (v8)

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

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Gazz
Posts: 12430
Joined: Fri, 13. Jan 06, 17:39
x3tc

Post by Gazz » Sun, 1. Mar 09, 00:33

Happyblue wrote:I enjoy your scripts but damn can't you convince Satan to allow you to format your flies in SPK?
I'm sorry but my powers may not be used for good.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

semiliterate
Posts: 356
Joined: Sat, 13. Dec 08, 23:02

Post by semiliterate » Mon, 2. Mar 09, 00:44

um

if Captain Pearle got into my rubber dinghi

and then i docked it back with my ship...

where is he now, do you think?

User avatar
Gazz
Posts: 12430
Joined: Fri, 13. Jan 06, 17:39
x3tc

Post by Gazz » Mon, 2. Mar 09, 02:15

The description clearly states that cargo is not transferred.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

semiliterate
Posts: 356
Joined: Sat, 13. Dec 08, 23:02

Post by semiliterate » Mon, 2. Mar 09, 02:27

oh i know that. i was just wondering if you knew what happened to a mission-critical passenger - i've heard that he respawns if killed, but i'm not sure under what criteria, and also about whether it requires him to actually die or if being forcibly removed from the universe by erasure of the ship he was in counts.

User avatar
Gazz
Posts: 12430
Joined: Fri, 13. Jan 06, 17:39
x3tc

Post by Gazz » Sat, 2. May 09, 17:10

semiliterate wrote:oh i know that. i was just wondering if you knew what happened to a mission-critical passenger - i've heard that he respawns if killed, but i'm not sure under what criteria, and also about whether it requires him to actually die or if being forcibly removed from the universe by erasure of the ship he was in counts.
In order to avoid that problem I intentionally chose a ship that can not carry M cargo at all. Passengers/Pilots/Marines are M cargo. =)



Version 8 released.
  • Compatibility fix for MARS v4.44
  • If you also use the Follow me! script, you can use this hotkey to target the homebase of a fighter you are currently flying.
    The homebase is not actually shown on the ship stats while you are piloting the fighter but the Follow me! script remembers.

    Just like with the Rubber Dinghi, a double tap of the hotkey targets your homebase (carrier) and engages the autopilot for a landing approach.

    Pretty convenient if I jump into some fighter on my carrier to kill an annoying M5. No need to look for my carrier when I want to fly back afterwards.
  • If you sent the boat away while staying in the mothership, you can target it with the hotkey.
    If the boat is within 5 km you are automatically transported inside.

    If it is farther away you can issue a return order with a second press. (the equivalent of a loud whistle)
  • The mothership does no longer stop dead if it is following you when you activate the auto-return.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

DJSfinx
Posts: 69
Joined: Mon, 26. Jan 09, 00:18
x3tc

Post by DJSfinx » Sat, 2. May 09, 18:36

Might not entirely belong in this thread but I wonder if it would be alot of work to bind a hotkey to the "clickeroo" of switching to your personal docked M5, M4 or M3 whilst flying an M7/M2/M1... of course you'd have to mark this ship somehow, for example by its name, or like CODEA does - checking for a ship with goggles, SETA & boost extention.

Now that would reduce some menu spamming for me :)

User avatar
Gazz
Posts: 12430
Joined: Fri, 13. Jan 06, 17:39
x3tc

Post by Gazz » Sat, 2. May 09, 22:13

My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

DJSfinx
Posts: 69
Joined: Mon, 26. Jan 09, 00:18
x3tc

Post by DJSfinx » Sat, 2. May 09, 22:16

Eh, my german isn't that good :lol:

User avatar
supakillaii
Posts: 1217
Joined: Mon, 19. Nov 07, 20:52
xr

Post by supakillaii » Mon, 1. Jun 09, 14:10

Rubber! Dinghi! HOLY!
Awesome!

drugfreeboy
Posts: 44
Joined: Wed, 19. Aug 09, 05:25
x3tc

Post by drugfreeboy » Sun, 30. Aug 09, 10:32

forgive me if this was already explained previously, but what happens when you land back on your "mothership"? Is your M5 "dingi" deleted? Also does creating one of these things cost credits in game?

*edit*
and that's too bad that you can't use your powers for good. My plugin manager is lookin rather empty compared to the folder I made for your scripts =(.

User avatar
Gazz
Posts: 12430
Joined: Fri, 13. Jan 06, 17:39
x3tc

Post by Gazz » Sun, 30. Aug 09, 14:31

It is deleted. M2 don't have any docking bays so where else would it go?
Using it doesn't cost money just like launching in a docked M3 doesn't cost money.
Now losing it costs money just like losing the M3 would. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

MegaBurn
Posts: 224
Joined: Mon, 30. Jan 06, 16:52
xr

Post by MegaBurn » Thu, 29. Apr 10, 12:34

Hi, I'm doing a massive script build with tons of minor tweaks and came up with some ideas for the rudder dinghy.


Add hotkey double-tap from mothership to launch the dinghy without transporting the player on board, essentially making it a drone.

Add a simple configuration menu opened on hotkey triple-tap, include options to:
-- set dinghy to current M5 ship (if player ship is an M5)
-- set default load out to current ship (if player ship is the current dinghy type)
-- toggle auto transfer extra inventory to mothership
-- toggle auto transfer missing inventory from mothership
-- toggle auto replace missing inventory
-- toggle dinghy security deposit
-- toggle dinghy fighter drone escort (cycles mk1/mk2/keris/off - use MARS goblins?)
-- reset to default dinghy
-- deploy current dinghy (without player, redundant with hotkey double tap from mothership)
-- launch in current dinghy (with player, redundant with hotkey from mothership)
-- deploy default dinghy (without player)
-- launch in default dinghy (with player).

Notes:
-- For set dinghy to current M5 ship that ship becomes the dinghy, not just the template for future dinghy launches (current player ship will disappear after "dinghy docking" with new mothership).

-- For dinghy inventory replacement, this is a sort of anti-cheat feature but also a logistics cheat too for remote resupply, if something is missing from the dinghy when it docks it'll optionally check the mothership for non-equipment replacements (e.g. missiles, drones, sats, energy cells, etc) -or- optionally buy a replacement at average market value including missing equipment -or- do nothing about the missing inventory (cheat mode).

-- The dinghy security deposit is an anti-cheat and general anti-laziness feature to prevent abuse, optional.

Note: This anti-cheat stuff may seem absurd with these cheap little ships but with all of these scripts its possible to pack over $300M worth of equipment into a M5, a ship that can be repeatedly spawned up at will, when money is tight easy exploits are harder to resist.


Well all of that goes a bit beyond my definition of minor tweaks, I doubt I'll get to implementing any of it but I figured the ideas are decent enough to warrant posting. That triple-tap menu is also a good place to inject other features like selecting a docked M3 to launch in instead of the dinghy.

Thanks for your hard work on these scripts, I enjoy them, still can't help tweaking around the edges though...
"Only the dead have seen the end of war." -Plato

User avatar
Canefox
Posts: 202
Joined: Sat, 30. Jan 10, 11:30
x3tc

Post by Canefox » Thu, 29. Apr 10, 13:51

Are the "dinghies" speciffic to what race the mother ship comes from (like a Titan would launch a Discoverer, a Ray would launch an Octopus, ect.) or does launch a generic Discoverer or something for all of them?

MegaBurn
Posts: 224
Joined: Mon, 30. Jan 06, 16:52
xr

Post by MegaBurn » Thu, 29. Apr 10, 17:16

No, but that is a good idea, would make this feel more like its an intended part of the ship, "captain's runabout". For some reason it reminds me of the Captains Yacht from StarTrek TNG, standard part of the Galaxy class never used on the show. Forgot which ship type it uses for the default dinghy. I changed it to a fully loaded Nova, in retrospect I think that did more to undermine its usefulness, way too slow for a runabout. I'm starting over again anyway so going back to a M5 is no problem.
"Only the dead have seen the end of war." -Plato

User avatar
Gazz
Posts: 12430
Joined: Fri, 13. Jan 06, 17:39
x3tc

Post by Gazz » Thu, 29. Apr 10, 17:30

I deliberately chose an M5 with S cargo to limit it's general usefulness and avoid trouble with important passengers (M class...) being destroyed along with the ship during cleanup.

Being able to spawn an infinite amount of fully loaded Novas is way overpowered, though.
Credits become a meaningless value after you get an economy going.
Even if you double-charge for every such Nova, it's still a cheaty way to spawn masses of powerful fighters anytime, anywhere.

If you want to balance something, you should look at balancing the power of the feature, not it's credit cost.


If you want to mess with the script - go ahead.
With the features you're thinking of it'll be a complete rewrite anyway. You won't be able to reuse all that much of my code. It may in fact be easier to start over with the larger concept because with such a lot of hacking and butchering, you'll most likely end up with one helluvamess of a script. =)

Racial dinghies would be possible in TC since a ship's maker race is available to scripts.
It's messy with some races like terrans, though, so you can't rely on that alone.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”