Litcube's Universe

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

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TrgtMobius
Posts: 62
Joined: Mon, 13. Jan 14, 15:33
x4

Re: Litcube's Universe

Post by TrgtMobius » Tue, 28. Jan 20, 03:42

Hi all,

it's been a while. There's really nothing else like X3LU and the bug bit me to get back into it, and I've been really enjoying the SWLU conversion and looking forward to future updates.

The fact that my Rainmeter skin was still showing traditional X3 faction names was bugging me, so I modified it to show the SWLU faction names as well. I had to widen it a bit, other than that the only changes were to some spacing variable definitions at the top of the file and then each "Text" field for each notoriety field.

I've tried to attach/insert a shot of the skin, but the forum doesn't seem to like links to google photos or onedrive.

Here's my code for the top of the file down to the "[Seperator2]" line that denotes the ship count section:

Code: Select all

[Variables]
@include=\UserVariables.inc
@include2=#@#Language\#Language#.inc
AllW= 370
AllH= 690
IndentSpace=8
IndentTop1=80
IndentNotoriety1=165

IndentPropertyCount1=100
IndentPropertyCount2=270

@includeFrameVariables=#@#\FrameVariables.inc

Credits=""
TradeRank_Percent=""
TradeRank_Title=""
FightRank_Percent=""
FightRank_Title=""
FLC=""
PlayTime=""
RealTime=""

Notoriety_Percent_Argon = ""
Notoriety_Title_Argon = ""
Notoriety_Percent_Boron = ""
Notoriety_Title_Boron = ""
Notoriety_Percent_Paranid = ""
Notoriety_Title_Paranid = ""
Notoriety_Percent_Split = ""
Notoriety_Title_Split = ""
Notoriety_Percent_Paranid = ""
Notoriety_Title_Paranid = ""
Notoriety_Percent_Teladi = ""
Notoriety_Title_Teladi = ""
Notoriety_Percent_Goner = ""
Notoriety_Title_Goner = ""
Notoriety_Percent_Terran = ""
Notoriety_Title_Terran = ""
Notoriety_Percent_ATF = ""
Notoriety_Title_ATF = ""
Notoriety_Percent_Pirates = ""
Notoriety_Title_Pirates = ""
Notoriety_Percent_Yaki = ""
Notoriety_Title_Yaki = ""

Property_Count_M5 = ""
Property_Count_M4 = ""
Property_Count_M3 = ""
Property_Count_M6 = ""
Property_Count_M8 = ""
Property_Count_M7 = ""
Property_Count_TM = ""

Property_Count_M1 = ""
Property_Count_M2 = ""
Property_Count_TS = ""
Property_Count_TP= ""
Property_Count_TL = ""
Property_Count_Station = ""
Property_Count_Satellite = ""

[Rainmeter]
Update=1000
Blur=#Blur#
BlurRegion=1,0,0,#AllW#,#AllH#

[Metadata]
Name=TiMe
Author=VClouds
License=Creative Commons Attribution-Non-Commercial-Share Alike 3.0

[styleTitle]
StringAlign=Left
StringCase=UPPER
StringStyle=Normal
StringEffect=BORDER
FontEffectColor=255,255,255,60
FontColor=#colorTitleText#
FontFace=#fontName#
FontSize=#textSize#
AntiAlias=1

[styleLeftText]
StringAlign=LEFT
StringCase=NONE
StringStyle=Normal
StringEffect=SHADOW
FontEffectColor=0,0,0,50
FontColor=#colorText#
FontFace=#fontName#
FontSize=#textSize2#
AntiAlias=1

[styleRightText]
StringAlign=RIGHT
StringCase=NONE
StringStyle=Normal
StringEffect=SHADOW
FontEffectColor=0,0,0,50
FontColor=#colorText#
FontFace=#fontName#
FontSize=#textSize2#
AntiAlias=1

[MeasureLuaScript]
Measure=Script
ScriptFile="#CURRENTPATH#X3.lua"
FileToRead="C:\Users\Dodds\Documents\Egosoft\X3AP\log09004.txt"
UpdateDivider=1

@includeFrameMeters=#@#\FrameMeters.inc


;METERS==============================================

[MeterCreditsLabel]
Meter=String
MeterStyle=styleRightText
Text="Credits:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=#Top#

[MeterCredits]
Meter=String
MeterStyle=styleLeftText
Text=#Credits#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=#Top#

[MeterTradeRankLabel]
Meter=String
MeterStyle=styleRightText
Text="Trade Rank:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterTradeRank]
Meter=String
MeterStyle=styleLeftText
Text="#TradeRank_Percent#%   #TradeRank_Title#"
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[MeterFightRankLabel]
Meter=String
MeterStyle=styleRightText
Text="Fight Rank:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterFightRank]
Meter=String
MeterStyle=styleLeftText
Text=#FightRank_Percent#%   #FightRank_Title#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[FLCLabel]
Meter=String
MeterStyle=styleRightText
Text="F.L.C.:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterFLC]
Meter=String
MeterStyle=styleLeftText
Text=#FLC#%
NumOfDecimals=3
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[PlayTimeLabel]
Meter=String
MeterStyle=styleRightText
Text="Play Time:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterPlayTime]
Meter=String
MeterStyle=styleLeftText
Text=#PlayTime#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[RealTimeLabel]
Meter=String
MeterStyle=styleRightText
Text="Real Time:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R

[MeterRealTime]
Meter=String
MeterStyle=styleLeftText
Text=#RealTime#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r

[Seperator1]
Meter=image
MeterStyle=styleSeperator
GradientAngle=0
X=#Left#
Y=#SpacingSeperator#R
W=#InsideW#
H=1

[MeterNotorietyArgonIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Argon.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyArgonLabel]
Meter=String
MeterStyle=styleRightText
Text="Rebel(Argon):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyArgon]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Argon#%   #Notoriety_Title_Argon#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyBoronIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Boron.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyBoronLabel]
Meter=String
MeterStyle=styleRightText
Text="New Rebuplic(Boron):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyBoron]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Boron#%   #Notoriety_Title_Boron#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyParanidIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Paranid.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyParanidLabel]
Meter=String
MeterStyle=styleRightText
Text="Separatist(Paranid):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyParanid]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Paranid#%   #Notoriety_Title_Paranid#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietySplitIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Split.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietySplitLabel]
Meter=String
MeterStyle=styleRightText
Text="Mandalorian(Split):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietySplit]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Split#%   #Notoriety_Title_Split#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyParanidIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Paranid.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyParanidLabel]
Meter=String
MeterStyle=styleRightText
Text="Separatist(Paranid):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyParanid]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Paranid#%   #Notoriety_Title_Paranid#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyTeladiIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Teladi.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyTeladiLabel]
Meter=String
MeterStyle=styleRightText
Text="Republic(Teladi):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyTeladi]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Teladi#%   #Notoriety_Title_Teladi#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyGonerIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Goner.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyGonerLabel]
Meter=String
MeterStyle=styleRightText
Text="Resistance(Goner):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyGoner]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Goner#%   #Notoriety_Title_Goner#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyTerranIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Terran.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyTerranLabel]
Meter=String
MeterStyle=styleRightText
Text="Empire(Terran):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyTerran]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Terran#%   #Notoriety_Title_Terran#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyATFIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\ATF.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyATFLabel]
Meter=String
MeterStyle=styleRightText
Text="Remnant(ATF):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyATF]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_ATF#%   #Notoriety_Title_ATF#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyPiratesIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Pirates.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyPiratesLabel]
Meter=String
MeterStyle=styleRightText
Text="Pirates:"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyPirates]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Pirates#%   #Notoriety_Title_Pirates#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r

[MeterNotorietyYakiIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Yaki.png
X=#Left#
y=15R
W=20
H=20

[MeterNotorietyYakiLabel]
Meter=String
MeterStyle=styleRightText
Text="Sith(Yaki):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r

[MeterNotorietyYaki]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Yaki#%   #Notoriety_Title_Yaki#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
Litcube's Universe - you should try what is essentially X3.5.

[ external image ]

mauley
Posts: 9
Joined: Sun, 29. Jan 17, 12:06
x4

Re: Litcube's Universe

Post by mauley » Wed, 29. Jan 20, 13:10

What ways do you guys have for selling wares that have flooded the market.

I had 3 x SCH 290 of Alpha Particle Cannons running which was fine until I noticed that my DA's were not selling the stock. I took a look at Dockware Manager and saw 48,000 APC's there.

I remember reading somewhere that if you load up a TL with the wares and selling the TL at a Shipyard you can get rid of the wares with it.

I tired that but I am not able to sell the TL, it is just blank and only offers the upgrade option. If I remove the wares I am then able to sell the TL.

Has something changed with this? Is there any alternative to selling those wares?

Thanks

TrgtMobius
Posts: 62
Joined: Mon, 13. Jan 14, 15:33
x4

Capital Ships not responding in-sector

Post by TrgtMobius » Fri, 31. Jan 20, 15:35

I'm running SWLU 1.2.7 on top of the latest X3LU from a clean install, with satellites monitoring. Anything M7 or above (including TL) does not respond to navigation or combat commands while in-sector with that ship other than flying off in a straight line.

I've had this issue before in X3 years ago, but at that time it was caused by a known bug in X3 where if you have a joystick or other Directx input device sending a constant signal to the game it messes things up. I don't have anything like that hooked up at this time. Nothing that has switches that toggle between states and sent constant signals.

I didn't see a SWLU specific thread to post this in, so I'm posting it here. If there's a better thread please let me know. Google is showing me others have experienced this in X3LU.
Litcube's Universe - you should try what is essentially X3.5.

[ external image ]

TrgtMobius
Posts: 62
Joined: Mon, 13. Jan 14, 15:33
x4

Re: Litcube's Universe

Post by TrgtMobius » Fri, 31. Jan 20, 22:38

mauley wrote:
Wed, 29. Jan 20, 13:10
What ways do you guys have for selling wares that have flooded the market.

I had 3 x SCH 290 of Alpha Particle Cannons running which was fine until I noticed that my DA's were not selling the stock. I took a look at Dockware Manager and saw 48,000 APC's there.

I remember reading somewhere that if you load up a TL with the wares and selling the TL at a Shipyard you can get rid of the wares with it.

I tired that but I am not able to sell the TL, it is just blank and only offers the upgrade option. If I remove the wares I am then able to sell the TL.

Has something changed with this? Is there any alternative to selling those wares?

Thanks

There's a finite capacity at NPC equipment docks now. Once, you could set up any number of gun factories (guilty) and have a single dock agent drop off 250m credits worth of mass drivers in a single run (guilty). But that got fixed. 900 SCH of any one product is way too much, a single 300 may be enough to flood it over time. Diversification is your best bet. Shut down two of them, auction them off, and build other SCH product factories with the proceeds. Your existing stock should be able to be auctioned down over time.

Also try this: Dock another sacrificial TL at the same shipyard with the one full of APC's. Assuming you can't sell it because of some cap, transfer incremental amounts into it until the TL can no longer be sold. Then you'll know your limit.
Litcube's Universe - you should try what is essentially X3.5.

[ external image ]

BalegQhan
Posts: 2
Joined: Tue, 18. Feb 20, 18:38
x3ap

Re: Litcube's Universe

Post by BalegQhan » Tue, 18. Feb 20, 19:35

I've followed all the steps so far for installation, but I get an error when I try to install the base Litcube mod saying "X3:Albion Prelude does not seem to be installed in that folder" but I had X3:TC and AP installed, and the copied main folder does have the addon folder. Any ideas why it won't recognize the install?

User avatar
Zaitsev
Posts: 2005
Joined: Tue, 2. Dec 08, 01:00
x4

Re: Litcube's Universe

Post by Zaitsev » Wed, 19. Feb 20, 14:15

BalegQhan wrote:
Tue, 18. Feb 20, 19:35
I've followed all the steps so far for installation, but I get an error when I try to install the base Litcube mod saying "X3:Albion Prelude does not seem to be installed in that folder" but I had X3:TC and AP installed, and the copied main folder does have the addon folder. Any ideas why it won't recognize the install?
Let's start with the simple things; Did you replace the regular X3AP.exe file with the nosteam version? If you missed it, the nosteam version can be found here. Note that you might have to register the game in your forum profile before you can download it.
I'm sorry, I can't hear you over the sound of how awesome I am :D

DiDs:
Eye of the storm Completed
Eye of the storm - book 2 Inactive
Black Sun - Completed
Endgame - Completed

BalegQhan
Posts: 2
Joined: Tue, 18. Feb 20, 18:38
x3ap

Re: Litcube's Universe

Post by BalegQhan » Fri, 21. Feb 20, 06:00

Zaitsev wrote:
Wed, 19. Feb 20, 14:15
Let's start with the simple things; Did you replace the regular X3AP.exe file with the nosteam version? If you missed it, the nosteam version can be found here. Note that you might have to register the game in your forum profile before you can download it.
Thanks for the response, and sorry for the late response. The installer was adding more to my filepath by default. It wasn't in any of the tutorials that I watched, and I didn't notice it at first. Problem fixed once I noticed, though. Thanks again for the reply!

mmorpgeek
Posts: 10
Joined: Fri, 2. Nov 12, 09:53
x4

Re: Litcube's Universe

Post by mmorpgeek » Sun, 22. Mar 20, 11:09

Hello
I just installed litecube with patch 1.7.2 and I just noticed that whatever the start scenario , the lazer firing rates seem to be broken.
All the lasers are firing irregularly. I did an installation from scratch following the installation wiki
I don't have this problem with original vanilla game patched with X3AP_3.3_nonsteam
Any idea ??

User avatar
Hector0x
Posts: 994
Joined: Mon, 18. Nov 13, 18:03
x3tc

Re: Litcube's Universe

Post by Hector0x » Sun, 22. Mar 20, 13:02

mmorpgeek wrote:
Sun, 22. Mar 20, 11:09
All the lasers are firing irregularly.
Firing rates are very low in Litcube's Universe. It's part of the reason why it runs smoother than vanilla. As first salvo all your lasers should fire at the same time. Keeping the button pressed causes them to fire delayed on subsequent shots. Continious fire is only possible with the weakest lasers.

mmorpgeek
Posts: 10
Joined: Fri, 2. Nov 12, 09:53
x4

Re: Litcube's Universe

Post by mmorpgeek » Sun, 22. Mar 20, 17:33

Thanks for the explanations

Hokhmah
Posts: 2
Joined: Sun, 29. Mar 20, 16:51

Re: Litcube's Universe

Post by Hokhmah » Sun, 29. Mar 20, 16:56

So I'm just getting back into X3 after well over a decade, and I wanted to do it with this mod. However, considering that I barely have any idea what I'm doing, I wanted to disable the 2 BBEGs - which, by digging around here, I read was possible- but I can't find out how. Could anyone point me in the direction of the nearest resource that tells me how to do that?

Edit: It was smack-dab in the middle of the in-game gameplay options menu, exactly where you would expect it to be. I'm just blind. My bad!

Sun-Ku
Posts: 7
Joined: Tue, 4. Jul 06, 12:27
x3

Re: Litcube's Universe

Post by Sun-Ku » Sat, 11. Apr 20, 14:49

something strange happening in my game.

I was building stations for the races and I couldn't drop Teladi Quantum labs, they were not visible in the drop command. checking the freight, I see them, but can't click on them (on other fabs you get a greyed out "build" command, only the nothing-to-do-here sound gets played if you click on the quantum fab in the TL)
I bought an Argon quantum fab and it works fine.
Bought another TL from another race and bought a Teladi quantum fab and have the same issue.

The only thing I can think of interfering or so is the SCH 13 Quantum Complex I bought. It is a Teladi one. So I tried to do a test and bought another SCH 5 to test it and saw that the quantum fabs are usable by the remote drop command. had no issues finishing the mission now, but still want to know why I can't in-system drop the fabs.

Gamma Rad
Posts: 7
Joined: Wed, 20. Jul 16, 16:36
x4

Re: Litcube's Universe

Post by Gamma Rad » Wed, 15. Apr 20, 11:10

I have an issue where lens flare from sun are basically big black boxes which block out the entire view (screenshot) trying to use TSuns Removed Lense Flares as suggested on the wiki did fix it but also had the unfortunate side effect of killing all the suns in the universe. many sectors suddenly have 0% sun, a few 50% and rarely a 100%. running the Linux version with Mayhem

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: Litcube's Universe

Post by Joubarbe » Wed, 15. Apr 20, 11:42

X3 doesn't like Linux, despite what some people tend to say. You'll have plenty of little tiny things here and there that just don't work as they should, and most of the times, you won't be aware of it.
That being said, the fix is probably incompatible with Mayhem, because IIRC I've changed TSuns, or the lens flares (and I don't remember what I did exactly). You could open X3 Editor 2, and compare the "fixed" TSuns with the original one from Mayhem.

(Yeah, in 11.cat -> \addon\types, the graphics package, there are both a TSuns and lenseflare files.)

Nykortdis
Posts: 5
Joined: Tue, 14. Apr 20, 00:47
x3ap

Re: Litcube's Universe

Post by Nykortdis » Thu, 16. Apr 20, 05:02

Well, running SWLU latest. Runs smooth and fine, but had a question - since I started with Old Republic Enthusiast start, there is told that there's an ancient old ship out there. Even in additional files it was clarified there is one. Any idea where to look or what it is?
Also - ships with repair lasers don't appear anywhere. Except once when I saw a Phanon operative snatch one right before my eyes when I found it. Guess that's where they all went
* laughs in Sith Lord *

Huillam
Posts: 430
Joined: Fri, 16. Dec 11, 11:24
x4

Re: Litcube's Universe

Post by Huillam » Sun, 26. Apr 20, 09:13

I've been trying to force NPCs to undock from my PHQ without any success.
The issue was discussed in 2016 here: viewtopic.php?p=4640947#p4640947

While it looks like something pretty easy to fix (even for a me) I tried checking said script and it appears to be correctly referenced:

Code: Select all

START $Ship-> call script '!move.undock' :

Am I by any chance missing something super obvious here? Those squatters are annoying.


Edit: Apparently the line

Code: Select all

$Ship-> interrupt task 0 with script 'lib.interrupt' and priority 10000: arg1=null arg2=null arg3=null arg4=null
should be

Code: Select all

$Ship-> interrupt task 0 with script '!lib.interrupt' and priority 10000: arg1=null arg2=null arg3=null arg4=null
Yet that doesn't seem to work. I imagine that makes sense as the description for that file is "Does nothing!"

User avatar
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: Litcube's Universe

Post by Joubarbe » Sun, 26. Apr 20, 09:53

That's wrong, it doesn't do nothing. !lib.interrupt (you're right, the exclamation point is important) is used to stop the task it's called upon. However, in your case, !move.undock takes precedence and runs on task 0, interrupting everything that was before running on that task.

The script you're talking about is Cmd.AuctionStation right? It only triggers when you sell the station. Also, !move.undock can take a while, and IIRC in vanilla LU, there's no safeties to make sure the ship has actually undocked. It can be stuck because of other ships executing an undocking manoeuvre at the same time. Your best move would be to undock them, and destroy them if they can't undock after some time.

EDIT: !lib.interrupt with an interrupting command doesn't do much indeed. Weird. This script should always be called directly on the task it needs to stop. It's useless in that case :)

Huillam
Posts: 430
Joined: Fri, 16. Dec 11, 11:24
x4

Re: Litcube's Universe

Post by Huillam » Sun, 26. Apr 20, 10:18

Joubarbe wrote:
Sun, 26. Apr 20, 09:53
The script you're talking about is Cmd.AuctionStation right? It only triggers when you sell the station. Also, !move.undock can take a while, and IIRC in vanilla LU, there's no safeties to make sure the ship has actually undocked. It can be stuck because of other ships executing an undocking manoeuvre at the same time. Your best move would be to undock them, and destroy them if they can't undock after some time.
Those are traders from races factions. Apparently they were on their way to my PHQ when I closed trades with NPC traders and they've been here for days (I tried switching my friend/foe settings, reopening trade but they keep idling there).

As Cmd.AuctionStation calls !move.undock, my hope was to fix that script and then write a proper one that call !move.undock without auctionning the station. Now, I'm under the impression that both scripts are working properly and that the ships themselves are the issue.


Edit:
Wrong guess. I've been running Graxster Force NPC Undocking through the script editor and those squatters do undock. There has to be a way (hopefully one I'll be confident won't mess with my save).

Edit 2:
By changing

Code: Select all

$Ship-> interrupt task 0 with script '!lib.interrupt' and priority 10000: arg1=null arg2=null arg3=null arg4=null
to

Code: Select all

$Ship-> interrupt task 0 with script '!move.undock' and priority 10000: arg1=null arg2=null arg3=null arg4=null
they did undock.
They're now idling in space but getting rid of them should be an issue.

Just to be sure: Such a small change won't break my save right? I mean it's a fix more than a change... Right?

Edit 3:
And now that I have reverted the change, the auction station thing still force those NPCs to undock. That makes no sense.

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Joubarbe
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Re: Litcube's Universe

Post by Joubarbe » Sun, 26. Apr 20, 11:51

Destroying them completely will not be an issue. These are job ships, they will artificially respawn somewhere else. Your save is ok.

Huillam
Posts: 430
Joined: Fri, 16. Dec 11, 11:24
x4

Re: Litcube's Universe

Post by Huillam » Sun, 26. Apr 20, 14:27

I was afraid of my modifications of an existing script as I've almost no knowledge of X3 scripting. But as I said even after reverting the change the NPC still undock when the station is auctioned so everything should be fine (and I probably failed to save my change after fixing the typo as that is the only explanation I can think of).
It took me almost seven hours but tomorrow I should be able to share my first contribution to the Litcube's Universe: A mod that force the NPCs to undock! Hourray!

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