[AL] Military Transport [7th May 2010 X³:TC 3.1.10]

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serialblack
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Post by serialblack » Wed, 11. Nov 09, 05:07

ok, just tried to re-install...no change, so I think what I will do is completely un-install X3tc and try again, slowly adding each plugin and seeing the effect....maybe I will just stick with one type. I did try to install EMP-X, which worked, but when I tried to add carrier drones, it said I needed to install emp....so maybe something is screwed up from the begining, and its messing everything up.

any other suggestions?
Life is too short to go slow.

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Saetan
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Post by Saetan » Thu, 12. Nov 09, 15:25

serialblack wrote:As much as I really really doubt it, could my anti-virus be causing these problems? Right now I use Vipre, but I have noticed that it has claimed some things as potentially "unsafe" and blocked them...perhaps that is the case here?
If it blocks files from terran conflict, that could be. I think, there should be a possibility to see which files got blocked?



You could try to disable your antivirus (if you trust your downloaded files), reinstall the scripts and try again. Or try (less restrictive) settings for your antivirus or use another antivirus-software.

serialblack
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Post by serialblack » Fri, 13. Nov 09, 01:21

Well, I was up till early morning Uninstalling X3tc entirely, then clearing some space on my main drive to put it in the default directory, to see if that would make a differnce. So far the only glitch I am having is with certain items at trading stations having the ZA_EMP_BLANK_WARE_CUSTOM1_2 as well as 2_2, but I that is something entirely different then the scope of my posts here. I am currently rebuilding my empire and trying to get my rank and noteriety up enough to see if the transport script is functioning properly. Could you refresh my memory of what ranks are needed in order to make the script "active" so the the transports are highlighted?
Life is too short to go slow.

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Saetan
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Re: [AL] Military Transport [10th Nov. 2009 X³:TC 3.1.03]

Post by Saetan » Fri, 13. Nov 09, 15:48

Saetan wrote:Recruitment of personnel

As a distinguished member of the Argon federation, military transports are marked in terms of color on the sector map. A blue marking indicates a transport currently transporting turret personnel, a red marking indicates an empty transport. (Federation Guardian / Fighter Chief)
Last edited by Saetan on Fri, 13. Nov 09, 22:08, edited 1 time in total.

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Saetan
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Post by Saetan » Sat, 14. Nov 09, 21:51

Military Transport
(Version 3.1.05 – 14th November 2009)


[ external image ]

[ external image ] [ external image ]


-> Military Transport (Version 3.1.05)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.02, 13th Nov. 2009)



13th November 2009 (Version 3.1.04)
  • A navigator can be used and trained as a pilot now and he still will be able to jump to jump beacons then.
  • Several small improvements.
edit:

14th November 2009 (Version 3.1.05)
  • Bug Fix: Military transports liked to jump a little bit to much. Fixed.
  • Several small improvements.


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Saetan
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Post by Saetan » Sun, 15. Nov 09, 17:47

Military Transport
(Version 3.1.06 – 15th November 2009)


[ external image ]

[ external image ] [ external image ]


-> Military Transport (Version 3.1.06)
-> Befehlsbibliothek "Libraries" (Required, newest version during revision of the manual: 3.4.03, 15th Nov. 2009)


15th November 2009 (Version 3.1.06)
  • New specialist: Machinist
  • Several small improvements.
Last edited by Saetan on Thu, 19. Nov 09, 19:38, edited 3 times in total.

serialblack
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Post by serialblack » Thu, 19. Nov 09, 05:41

Okay got to the appropriate rankings.....and....IT WORKS!!


YEEAAAAAAAH! It's pretty sweet too, now my only question would be, how much of an effect does it have on your ships abilities?

In other words, what really does the gunner do for your weapons to enhance them? Or the benifits of having the tech or scientist?
Life is too short to go slow.

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Saetan
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Post by Saetan » Fri, 20. Nov 09, 13:25

I only tested with helmsmen and rudder optimizations. See somewhere at the first page in this topic, for the values. As someone told me, I don't remember who, that values should fit for five items of rudder optimizations.

I didn't test with navigators and the new machinists.

edit: The other personell like gunner, scientists, technicians and mechanics are used as requirements for MEFOS and/or CODEA.

willypokorny
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problem with names

Post by willypokorny » Thu, 26. Nov 09, 18:10

Hi,

I tried those scripts: MEFOS, CODEA, Military Transport, Jump Beacon and Personnel Transporter. First, everything was OK, but after I started new campaign and there is this problem: when that transporter is full, it isn't showed as Argon Military Express Freighter but only as Argon Express Hauler.

Does anyone known why is it?

Thanks, willypokorny

PS: I'm from Czech Republic, so it is posible that i've got some mistakes in this text

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Saetan
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Re: problem with names

Post by Saetan » Thu, 26. Nov 09, 19:45

willypokorny wrote:First, everything was OK, but after I started new campaign and there is this problem: when that transporter is full, it isn't showed as Argon Military Express Freighter but only as Argon Express Hauler.
You need some fighting experience and you have to be friends with the argon to get these transpoerters shown the colored way. I guess your ranks for fighting and the argon are to low, as you started a new campain.

What ranks are needed is mentioned in the manual (entry posting of this topic) of this script, and also on this page above. Actually I'm to lazy to quote them again.

Best regards
Saetan

willypokorny
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Post by willypokorny » Thu, 26. Nov 09, 20:07

I started that campaign few times ago, and i've got needed ranks and experience. But when I'm looking into fly board in MEFOS console, it's showed in colours. But in the map there are only those empty transporters showed as red. And those blue aren't named as military transporter.

I did completely reinstal of X3:TC and i'll try if it will work now.Of course after my dad leave me to use his computer :D

willypokorny
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problem with names is still here

Post by willypokorny » Tue, 1. Dec 09, 18:36

Hi, I did started new campaign, maded fight exp. to Militant and argon rank to Federation Marshal. And that problem is still here. That "empty" transporter IS named as Argon Military Express Freighter and that "full" ISN'T named as Argon Military Express Freighter, but only as Argon Express Hauler. And in MEFOS console it IS showed i colours. I really don't known why there is this complication, and i don't known what can I do with it. I already tried to delete and uninstall those scripts, and after install it. But it doesn't working.

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Saetan
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Post by Saetan » Tue, 1. Dec 09, 20:34

I just updated lucikes scipts in my English testing installation of X³:TC.

Mine is named with the colored name, but still in German. So, I believe that the names of these freighters only get updated - colored - when these freighters spawn.

So, you may just play on and see some time later again after their names to verify your error.

At least in the German version there seems to be no such script-based error, I don't think there should got one into the English one. Maybe it was really a errorous installation, so you may check their names sometime later again.

edit: Waited a couple of minutes while X³:TC was running in the background. Then re-checked again at a new transporter and it was named in correct English and colour.

willypokorny
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Post by willypokorny » Wed, 2. Dec 09, 09:59

OK, I'll try it. Thanks for your time.

willypokorny
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Post by willypokorny » Thu, 3. Dec 09, 11:50

You were right. I'd try it and it's working!

jerry7890
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Post by jerry7890 » Thu, 10. Dec 09, 23:55

Hi i have some problems:

1) If i have open menu when the crew offering menu open and i select some person the menu looses active status or something and dissapears behind the previous opened menu and i must close the other menus to be able to continue selection or confirm my choice.

2) Also noticed if a menu is opened with shortcut key assigned in controls if you press it again it opens the same menu again.
Is this my install messed up or there isn't checks for already opened menu (like for opening the sector or universe map : press once open the menu, twice close the menu)

feygan
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Post by feygan » Fri, 18. Dec 09, 16:10

Slight confusion here on how long the helmsman etc take to start working, I have them hired and on board my personal m7, however in the freight menu none of them have turn a colour to show working?

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Saetan
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Post by Saetan » Sun, 20. Dec 09, 14:17

feygan wrote:Slight confusion here on how long the helmsman etc take to start working, I have them hired and on board my personal m7, however in the freight menu none of them have turn a colour to show working?
Should happen within about one ingame-hour.

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BlueBerry SheWolf
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x3tc

Post by BlueBerry SheWolf » Sun, 24. Jan 10, 00:53

I cant image my game without this script. Works perfect.
thank you for this script. :D Great work.
I translated script in Polish language, if you are interested I can send you.

Best regards
BlueBerry SheWolf

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