[Script] Friendly Pirates v4.01 (upd: 05/08/06)

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TycHouse
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Post by TycHouse » Wed, 29. Mar 06, 14:08

now also available in .spk format.

ps, i now run this all the time as it keeps the pirates off me whilst i'm scripting. Seems very stable and very effective :)
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Trouser Thief
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Post by Trouser Thief » Wed, 29. Mar 06, 17:42

Nice script, I like being a pirate so I appreciate not having to deal with other pirates as well as law enforcement.

However, would it be possible for you to make a version that starts with them hating you as before but have them like you if you are hated by races? Might seem a bit odd, but in my mind I see it as notoriety; if you are hated by races then other pirates don't attack you out of fear/respect.

TycHouse
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Post by TycHouse » Wed, 29. Mar 06, 18:57

i see what you mean, good idea.

I could take the sum of the notoriety of all other faction races and use that to calculate you pirate notoriety. Hmm will have a think about that.
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Yellowman
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Post by Yellowman » Fri, 31. Mar 06, 19:14

well i tried ur script and indeed the pirates are friendly...

No problem u think but now i was tired of being friends and i starded too atack them but then i hear ''u lost recognation etc'' and from every race my rank goes down by 50 too 60 % and that sucks HARD :!:

Can u do something about it or else i have too reinstall my game.

and yes... i have tried too disable the script but it doesnt work.

Tnx Yellowman

TycHouse
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Post by TycHouse » Sat, 1. Apr 06, 14:53

That's very strange ! The script has no way to affect the notoriety of other races - only Pirates ! I'll double check however.

If you no longer want to use the script do the following:

delete files setup.friendly.pirates.xml & friendly.pirates.xml from the ..\x3\scripts folder

then load the game and go into the script editor,
on the SE main menu go to Global Tasks,
you should see the task 'friendly.pirates : null'
select it and press the 'delete' key (make sure it's the right one by noting the PID number)
confirm the delete then exit from the SE menu's
now just save your game.

Thanks for the feedback, i'll go take a look and see if i can recreate the problem.
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Yellowman
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Post by Yellowman » Sat, 1. Apr 06, 18:22

All right then tnx for the quick respons :!: :D

It's so strange i attack pirates they become enemy and then after a few shots Split and boron ships start too become enemy...

And now u think ''but yellowman maby u shoot one by accident'' No because it was on the other side of the map.. :?

It is so strange and if u want too know it was in sector Ceo's Doubt when it happend.

And again thanks,

Yellow

Jakesnake5
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Post by Jakesnake5 » Sat, 1. Apr 06, 20:17

The pilots of those pirate ships are RACE specific. If they eject and you kill a space suit, you lose faction with the race that suit belonged to.

Might be related, don't know.

Pjotrski
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Post by Pjotrski » Sun, 2. Apr 06, 10:17

I had a similar problem with this script.
My patrols in Ghinn's Escape sometimes attacked pirates that spawned at the pirate base (I also had a navsat next to it) and those pirates did not turn friendly by the script.
As a result, all over the universe, all other races would see me as a hostile and my entire empire collpased.

TycHouse
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Post by TycHouse » Sun, 2. Apr 06, 15:49

If there is a player owned ship within 15km of a pirate then the script will NOT change the status of that pirate. So if you had a nav sat within 15km of the pirate base then when the pirate was spawned it would stay enemy until it moved away from that nav sat. This is necessary because you might choose to attack a pirate and you don't want him to suddenly change status back to friendly mid fight.

As for the rep drop of other races, there is no way this script could cause that. The only thing i can suggest is that (as mentioned above) if the pilot bails he may revert back to his 'true' race and killing him would thus affect that race rep :?

This is a really simple script, there are no hidden details. For those who can follow it i have added some comments, here is the main loop from the script:

Code: Select all

Continuously check notoriety and update relation accordingly
012   while [TRUE]     * main loop

Calculate the correct relation to player
013    $note = get notoriety from race Pirates to race Player
014    $pirate.to.ply = Foe
015    if $note > -1000 AND $note < 1
016     $pirate.to.ply = Neutral
017    else if $note > 0
018     $pirate.to.ply = Friend
019    end

Load the entire Pirate ship array
020    $ship.array =  get ship array: of race Pirates class/type=null
021    $ship.count =  size of array $ship.array

022    while $ship.count     * iterate through every pirate ship
023     dec $ship.count = 
024     $ship = $ship.array[$ship.count]
025     $player = null

if the ship is in space, check for player ships within 15000m
026     if not $ship -> is docked
027      $sector = $ship -> get sector
028      $player =  find ship: sector=$sector class or type=null race=Player flags=[Find.Nearest] refobj=$ship maxdist=15000 maxnum=1 refpos=null
029     end

if there are none then adjust this ships relation
030     skip if $player
031      $ship -> set relation against Player to $pirate.to.ply

allow for interupts ie the rest of the game
032 @   = wait 50 ms

033    end     * get the next pirate ship

034   end     * continue with main loop
Hope that helps :roll:
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Pjotrski
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Post by Pjotrski » Sun, 2. Apr 06, 20:41

Thanks, I'll remove the navsat, that should stop my problems.
Great script, love it!

Yellowman
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Post by Yellowman » Sun, 2. Apr 06, 21:02

Well i removed the script files and deleted just as u said and now it is fixed tnx for the help. :)

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narn
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Post by narn » Mon, 15. May 06, 22:43

Hay Tychouse your script no longer works with ver 1.4 of the game. :cry: I was quite disappointed by this fact, please update. The problem seems to be when I start up in the X universe non-storyline mode, when I do so I all frigate ships and weapons dealers are hostile towards me. Not only that but when I approached a pirate base its laser towers shot me into a pile of garbage. I have no other mods running and this problem persists, please help. If you do update though could you do one thing to change your script or make an alternate script that does the following:

Sets player relations with the pirates to –500, or if need be -1000

The player thus needs to then earn the pirates trust by being a smuggler for a while, or the player can still be an enemy with the pirates if desired. This would add more realism to the game because the pirates should not just trust you outright and players then would not have the opportunity to be able to sneak up on pirates if they just want to kill them.
8)

TycHouse
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Post by TycHouse » Tue, 16. May 06, 02:52

hmmm very strange, i've not encountered any problems with v1.4 :?
Will give it a thorough test as soon as i can.

I like the rep idea :P starting at -1000 would probs be a lot better.

thanks for the feedback
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narn
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Post by narn » Tue, 16. May 06, 06:20

Thank you for your expedient reply. I will give you more data to aid you in your repairs. I am running version 1.4.02 with no other mods, I had previously run a mod called Heavy assault tech, but its prier existence is not what is causing the issue. To guarantee this statement I uninstalled the game and then reinstalled it to be sure. Using a pure version of the game with no prier mod installations I can safely say the problem persisted. When I decided to use the custom game option with your mod I got attacked again by the pirate laser towers in Atraiousis clouds, and a roving band of pirates in the Balla Joy sector.

I’m glad you like the idea for the alternate –1000 start and I cant wait to see it implemented. :)

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Dread
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Post by Dread » Tue, 16. May 06, 12:04

I have had a Friendly's showing as Enemies on new Non-plot games, and have found it is this script.
I have brought this up in error in another thread, see the following
http://forum2.egosoft.com/viewtopic.php ... 4&start=90

TycHouse
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Post by TycHouse » Tue, 16. May 06, 16:50

hmmm well i can't seem to reproduce the problem :x

I'm now running 1.4.02 (was 1.4.1 beta), here's what i've tried:

Start new game choosing 'Aspiring Explorer'
Immediately change pilot name to 'Thereshallbewings'
Check SE is enabled
Dock at nearest factory (medium shield CBSW)
Game autosaves
Quit game
Load game choosing the autosave just created
Check 'Friendly Pirates' is running (global tasks)
Fly to Pirate base Ore Belt, no red ships in sight
Laser towers are all blue
Fly to Bala Gi's Joy - appart from Khaak all ships are blue
Fly to Pirate base Atreus Clouds
Laser towers are all blue

Start new game choosing 'Bankrupt Assassin'
Immediately change pilot name to 'Thereshallbewings'
Check SE is enabled
Dock at nearest factory (HEPT Aladna Hill)
Game autosaves
Quit game
Load game choosing the autosave just created
Check 'Friendly Pirates' is running (global tasks)
Fly to Pirate base Brennans Triumph, all red ships are either Paranid or Boron
Laser towers are all blue
Fly to Pirate base Atreus Clouds, all red ships are either Paranid or Boron
Laser towers are all blue
Boron customs attacks me in force !

A couple of points to note:

- If you comm a 'red' ship you will only be given the "Sorry weapons missfired" option IF you fired on the ship (i've checked this)

- As a Bankrupt Assassin, the Paranid & Boron will hate you from the start and therefore be shown as red even if your settings are 'friend' !

- Friendly Pirates DOES NOT change the status of a Pirate ship if there is a player ship within 15km of it, so hanging around a pirate base (or if you're unlucky and one spawns as you are approaching/leaving) will mean you will see 'red' pirates (don't put a nav-sat withing 15km of a pirate base !).

If you are doing something different could you please list your choices for me to re-create

Thanks
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Jakesnake5
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Post by Jakesnake5 » Tue, 16. May 06, 18:25

One note, if you have Pirates set to Friend, all stations and their Laser Towers (except Anarchy and its) will show up blue unless you do 1 of 2 things:

1) shoot a pirate in the same sector as the base that spawned it
2) shoot the base or its laser towers.

Just good to know info that.
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narn
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Post by narn » Wed, 17. May 06, 05:57

Well I tried the alternate starts and found that your script worked perfectly on all of them however this is not ware the problem is. I generally don’t play the custom starts because I generally like to decide who is going to be my enemy. I also don’t like playing as any of them because either I don’t want to be called Julian, or I don’t like the idea of looking like any of those freaks (with the exception of the Ka,ak). Honestly who wants to play as a 50-year-old pervert whose name is “Scum Bag” or whatever?

If you want to see the problem with your script go down past the Ka,ak invader to “custom game” and click on “custom game”. When the “custom game” is pressed the screen for “custom game” is up, then click on “x universe”. When the “x universe” game is loaded that is ware you will see aggressive: pirates, laser towers, and mercantile weapons dealers.

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narn
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Post by narn » Wed, 17. May 06, 06:10

Oh and Jakesnake5 I found there is one other way to get everyone of the same race specifically the pirates mad at you. It’s a real nasty almost bug occurrence, when you press the little red attack symbol on your navigation shortcut command even if you don’t fire a shot all of that specific race will become hostile to you. It’s happened to me a couple of times making me have to restart my game. :evil: :evil:

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narn
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Post by narn » Wed, 17. May 06, 09:40

Ok I would like to rescind my previous statement about your script working perfectly with the various alt game starts. I decided to play as a goner ranger, I went to red light and sold my shield to speed up my ship and get a duplex scanner. When I went into argon prime a bunch of ships were aggressive to me so I looked to find out who it was. Surprise, it’s a argon high tech transport, and many other transports of various races were also hostile.

Getting annoyed I decided to try a start that I had tried earlier to see if still worked. I stared as Scum Bag the old pervert of the state. The pirates were off my back, good, and I was a little perplexed but then I noticed that a boron high tech transport was friendly to me, HUH? I thought that all the borons hated me wtf!! Obviously you need to check this out.

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