[Discussion] Sector Takeover and Locking

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

Post Reply
User avatar
Serial Kicked
Posts: 3823
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Thu, 2. Sep 10, 18:59

Dully noted.

Consider future versions of PG' sector takeover compatible with STO.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Trickmov
Posts: 1431
Joined: Wed, 7. Nov 07, 19:48
x3tc

Post by Trickmov » Thu, 2. Sep 10, 19:09

Thanks :)


EDIT: As soon you are ready with the libs, I will use plugin.sk.sector.restore($sector) to get/set the ownership.

User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube » Sat, 23. Oct 10, 19:47

Sorry I'm late!

I love the idea of mod authors working together! However, can someone give me a scenario where two different sector takeover plugins would need to know which sectors were taken over? The only reason I can think of an event where any information is required is the original sector owner. The current sector owner should be played organically; all plugins should react to the in game [SECTOR]-> get owner race, which wouldn't necessarily require a global array.

I'm totally not disagreeing with the general concept here, I think I just might be missing something. :)

Also, if it were implemented, I agree with Serial's original structure as opposed to a 2D array. The library should be one script written with DARC array parameters (Delete, Add, Return, Clear). Direct interface with the global variable should be illegal.

User avatar
Greetmir
Posts: 43
Joined: Sat, 28. Aug 10, 17:11

Post by Greetmir » Sat, 23. Oct 10, 20:08

Serial Kicked wrote:Dully noted.

...
You read what he typed but found it dull ?

hee hee

me
59 is just a number.

User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV » Sat, 23. Oct 10, 22:54

just lock the sector via

gv $sec+'community.block'

then unlock it via nullifying

i can code that in to check when scanning much easier than pissing around with arrays as it's a 2 line check then which i may have to put in separate scripts if i'm not lucky

and if you do so don't forget to remind me (possibly more than once ;))
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

Post Reply

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