[SCRIPT] Escort CCM V1

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AalaarDB
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[SCRIPT] Escort CCM V1

Post by AalaarDB » Thu, 15. Dec 05, 01:55

Escort CCM V1
Escort CCM V1 Mirror

This script is a rewrite of LV's Escort Mission. It utilizes the Comm Chatter Mission Framework, which you must have to use this. The mission can run side by side with his version.
There are some improvements such as:

Multiple escort missions available at a time.
Potential escorts will not ask you unprompted, you will 'comm' them then they will ask you (this works from any range).
More realistic payments upon success, monetary penalty when you fail!
Ships are renamed so you can see which are requesting escorts and which ship you are currently escorting.

Lots of minor improvements.
Last edited by AalaarDB on Fri, 30. Dec 05, 10:09, edited 2 times in total.

furstukin
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Post by furstukin » Sat, 17. Dec 05, 11:08

Sounds good I'll give it a try in the morning after finishing one of LV's escort missions I'm slowly getting through :D Hopefully you didnt make it too easy :wink:
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furstukin
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Post by furstukin » Sat, 17. Dec 05, 22:45

Still haven't had a chance to try it but your first link is to an unknown file type. However the mirror works. I do have one request though could you please include a readme with your script so people can easily reference the changes you made. I'll let you know what I think of the script after work :D
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AalaarDB
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Post by AalaarDB » Sun, 18. Dec 05, 00:42

All of a sudden 2 of my uploaded files got broken.... I did nothing to them. Fixed now.

furstukin
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Post by furstukin » Sun, 18. Dec 05, 08:41

Ok finally got a chance to try it and so far I like what I see. You can now scan the ships to see if they are worth protecting before they can even contact you (time saver), and the work you did as far as the textual messages is excellent. Plus the monitary penalty on a failed mission is a nice touch (realism). One thing though it says in your post that you have to contact them before they will give the mission. Is that through the normal comm system default key "c" or is that through the comms chatter option only? I had tried to comm the freighter using the normal ships comm but got nothing but the normal 3 options. I then turned on the comms chatter and he immediatly sent me a message through the player message system. So just wondering exactly how it works. Also the highlights oyu added to your mission text is very nice to be able to distinguish your missions from LV's. Great work thx for the addition.
Don't make me slap Ye!

AalaarDB
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Post by AalaarDB » Sun, 18. Dec 05, 21:35

The comm system is unmoddable, so I've made my own. You need to use the monitor comm chatter command.

furstukin
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Post by furstukin » Mon, 19. Dec 05, 00:24

Ok thats what I've been doing thx.
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AalaarDB
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Post by AalaarDB » Fri, 30. Dec 05, 06:50

Bump so I can get some downloads.

LV and I both know my version is better. Unfortunately, better doesn't mean more downloads. Bug posts that bump a thread to the top as well as increase the number of posts, new updated versions that correct bugs, and etc, give a false impression. And it doesn't help that he's a moderator with an orange name.

So please download this and give it a try, I know you will like it.

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NumNuts
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Post by NumNuts » Fri, 30. Dec 05, 08:57

quick question:
Do you have to disable LV's Escorts first?
Or can they run simultaneously?
Or can I predict your answer to be along the lines of "Once you use this you will throw LV's out!" :D

AalaarDB
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Post by AalaarDB » Fri, 30. Dec 05, 09:02

If you read the first post, they can cohabitate in the same universe, but get them in the same sector and my ships will fight off his ships. But really, yes they can be fine together.

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NumNuts
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Post by NumNuts » Fri, 30. Dec 05, 09:15

:oops:
skimmed that sentence.
:roll:

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abaddon
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Post by abaddon » Fri, 30. Dec 05, 09:21

I have LV's original (though disabled at the moment), but I haven't downloaded yours as it looked like I'd have to com a frieghter to initiate a mission - just seems a bit of a hassle to me - I'd rather go on and do whatever it is I'm working on, and evaluate any incoming missions to see if it's worth a sidetrack.

AalaarDB
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Post by AalaarDB » Fri, 30. Dec 05, 10:04

EDIT: Don't take my word for it, this was just a few posts up from yours.
furstukin wrote:Ok finally got a chance to try it and so far I like what I see. You can now scan the ships to see if they are worth protecting before they can even contact you (time saver), and the work you did as far as the textual messages is excellent. Plus the monitary penalty on a failed mission is a nice touch (realism). One thing though it says in your post that you have to contact them before they will give the mission. Is that through the normal comm system default key "c" or is that through the comms chatter option only? I had tried to comm the freighter using the normal ships comm but got nothing but the normal 3 options. I then turned on the comms chatter and he immediatly sent me a message through the player message system. So just wondering exactly how it works. Also the highlights oyu added to your mission text is very nice to be able to distinguish your missions from LV's. Great work thx for the addition.
Actually, evaluation is easier. You can see on your gravidar that a ship is requesting escort because it has been renamed. That tells you its cargo, defense, speed, whatever, without any comm. Then, if you decide you want to know more, you turn on a ship command and the comm works from any range! The pilot then tells you destination, payment etc, the same as LV's does.

This way, you are never spammed with unasked-for messages, you never need to dock at a station to start a mission, and you can see that there is a mission on the gravidar.
Last edited by AalaarDB on Fri, 30. Dec 05, 11:53, edited 1 time in total.

Blinki1984
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Post by Blinki1984 » Fri, 30. Dec 05, 10:12

Great job.

Since you already enhanced the game with multiple escort missions at a time
could you also make them guarded by the AI only? To take several simultaniusly.

AalaarDB
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Post by AalaarDB » Fri, 30. Dec 05, 10:22

I think it's been requested before. Anyways, it can be done but would be too hard. Honestly it would be better to write a whole seperate mission than to spend time on this. I have 3 missions in various modes of completetion, I'm working on my salvage mod but have to write libraries for it, and I also have some pet projects that I just haven't had time for. Maybe next year.

Morthais
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Post by Morthais » Fri, 30. Dec 05, 10:30

You say that the script can run side by side with LV's. And it does, but the same freighter now asks for an escort twice...

AalaarDB
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Post by AalaarDB » Fri, 30. Dec 05, 11:40

Quite logical. There are only so many ships out there that satisfy all x number of requirements, so overlap can happen. Accept them both and see what happens, an excelent chance to compare them if it does work.

Now, my script can handle multiple ships at a time requesting an escort. I put in a check when finding ships to escort to exclude ships that are already being escorted. However, LV's never was designed for multiple ships, his script has no check. So I could add a check to exclude ships that his script is running on, but what's the point if his script will run on my ships? Oh and one more thing; I won't go into details why but his is about 10x as likely to run on my ships than mine are on his.

If you don't like having the occasional overlap, pick which one you want and turn off the other.
Last edited by AalaarDB on Fri, 30. Dec 05, 20:55, edited 1 time in total.

furstukin
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Post by furstukin » Fri, 30. Dec 05, 18:28

Just to let you know I have run both and excepted them from the the same frieghter (figured hey if he wants to pay me twice for one escort :D ). However if you had already accepted the CVM escort the LV one will simply say something like I sent the message along time ago but if you can catch up to me in blank system you can continue the journey at a slightly lower payment. Doesn't matter how far from him you are or how long it was since you recieved the message.
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pasty11
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Post by pasty11 » Fri, 30. Dec 05, 19:06

Plus the monitary penalty on a failed mission is a nice touch (realism)
I totaly fail to see how this is realistic and not in fact totaly gamey. I failed the mission I dont get payed. That is penalty enough. The idea that I will lose my own credits for allowing the mark to get killed seems ludicrous.

furstukin
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Post by furstukin » Fri, 30. Dec 05, 20:13

pasty11 wrote:
Plus the monitary penalty on a failed mission is a nice touch (realism)
I totaly fail to see how this is realistic and not in fact totaly gamey. I failed the mission I dont get payed. That is penalty enough. The idea that I will lose my own credits for allowing the mark to get killed seems ludicrous.
How is not getting paid a penalty you still recieved experience for combat, and free wares the pirates drop, as well as a few ships if you know how to cap' em. I'm not saying in real life you would have to pay money for a failed job but you would loose your source of income which is somewhat similar to a fine. I just feel it is nice to have some insentive to keep the mark alive :D
Don't make me slap Ye!

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