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eladan
Joined: 07 Jan 2006 Posts: 5276 on topic Location: Sunshine Coast, Australia

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Posted: Sun, 30. Dec 07, 03:29 Post subject: [Index] Scripts by eladan |
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I was finding that I was losing track of what I had done, so to add a little organisation...
(Yes, my memory is poor. )
MY SCRIPTS
BBS Race Reparations Current version 1.01
Forum Topic | Download here
This BBS plugin will add a BBS offer to allow the player to pay a reparation amount to a race authority which will cause all hostile ships/stations/lasertowers of that race to become neutral towards the player. The player needs to be on good terms generally with the race before the offer will be given. The amount requested for reparation is dependent on the number of hostile entities, and what type they are.
Fix Flying Wares Current version 1.02
Forum Topic | Download here
Changes flying wares (crates) dropped by destroyed ships to not disappear after an interval. It is limited to only work in sector (the player sector,) and only on crates which are known to the player. The reasons for these are that crates are only dropped in battles in which the player is present in sector, and to avoid potential gluts of unknown crates lying around.
Move to Coordinates Current version 1.01
Download here
Yes, the same type as Cycrows. Mine actually came first by a short margin, but as this was my first script, and Cycrows was more functional, I didn't continue with it. It works though, and for completeness is listed here. As for what it does, if anyone isn't familiar with Cycrows script, it allows the player to specify numerical coordinates for a ship to move to. I recommend Cycrows version.
Report Enemy Action Current version 1.12
Forum Topic | Download here
Generates BBS messages which report on enemy presence (Xenon, Kha'ak, Pirate) in surrounding race sectors. It will also give the approximate strength of the enemy presence - ranging from minimal to extreme (5 steps.)
Scrap Ship at Carrier Current version 1.00
Forum Topic | Download here
Variation of the Scrap Ship at Player HQ script (see below) which allows the player to use a carrier (TL, M1, M7) to recycle ships into their components.
Scrap Ship at Player HQ Current version 2.02
NOTE: This script is an unsigned version of one that is now part of the bonus pack and SHOULD NOT be installed if you have installed the bonus pack version.
Listed here for completeness and in case anyone might prefer the pre-BP version.
Forum Topic | Download here | Bonus Pack Topic
The script will allow the player to order ships to be dismantled into their component pieces at the player HQ. The components returned, and their proportions, are roughly equivalent to what you would need to build a ship of the same type at the HQ, but modified by any hull damage the ship suffers from, as well as a small amount due to general wear and tear.
Signal Targeted Current version 1.03
Forum Topic | Download here
Optimises detection systems on any ship with Trade Command Software Mk1 installed which runs this command, so that it will scan for enemy ships locking on to the ship as a target. If this occurs, a warning message will be broadcast to the player, to indicate the ship needs assistance.
Software and Upgrade Transfer Current version 1.00
Forum Topic | Download here
Allows transfer of software and upgrades (jumpdrive, fight command software, etc) between two ships docked in the same location. Obsoleted by Universal Ware Transfer.
Software Command Packs Current version 1.00
Forum Topic | Download here
Makes new wares available at equipment docks, which contain the commonly-installed-in-bulk software upgrades. The wares may be purchased and transported, in the same way that LVs jumpdrive kits work.
Universal Ware Transfer Current version 2.00
Forum Topic | Download here
Rewrite and expansion of Software and Upgrade Transfer script to include all wares, allowing transfer of wares between any two of your docked ships via a GUI-like interface. Obsoletes Software and Upgrade Transfer.
MAINTAINER
Terracorps Fleet Package Current version 1.53
Forum Topic | Download here
Packages Terracorps Combat Pilots and TCP Fleet addon (both by Myros) and Fighter Base Commander (by dwgh) into a single bundle. Siath70 created the bundle - I have defacto taken over maintenance with siath70s absence.
Terracorps Fleet Package allows you to hire 'real pilots' to fly your fighter ships. These pilots start as base cadets, and will through time and experience progress up in rank and become more capable pilots. They each have differing traits which may enhance or limit their advancement. The very best of them will rise to the rank of admiral, and be able to command fleets from their M1 flagship.
_________________ My X3:Reunion Scripts
Last edited by eladan on Mon, 10. Aug 09, 15:08; edited 4 times in total |
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Guardian004
Joined: 02 Nov 2007
Location: Canada
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Posted: Sun, 30. Dec 07, 05:08 Post subject: |
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SWEET
TERRACORPS PACKAGE!!!
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Osiris_sam
Joined: 24 Aug 2006 Posts: 422 on topic Location: UK

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Posted: Sun, 30. Dec 07, 06:47 Post subject: |
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thats a grand list that scrap ship at (insert location) is great... and i dont know what id do without TFP 
_________________
my scripts: TC:HQ Management and upgrade framework |
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eladan
Joined: 07 Jan 2006 Posts: 5276 on topic Location: Sunshine Coast, Australia

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Posted: Sun, 30. Dec 07, 09:14 Post subject: |
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| Osiris_sam wrote: |
| thats a grand list that |
Thanks sam - I really have no idea who uses most of these, though obviously TFP and Scrap Ship are the more popular ones.
It's not meant as a brag sheet (honest!) but I did hope it might be useful to someone other than me.
| Guardian004 wrote: |
SWEET
TERRACORPS PACKAGE!!! |
I guess you haven't encountered TFP before? I can safely assume you're happy to have found it then! 
_________________ My X3:Reunion Scripts |
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Guardian004
Joined: 02 Nov 2007
Location: Canada
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Posted: Sun, 30. Dec 07, 21:59 Post subject: |
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| eladan wrote: |
| Osiris_sam wrote: |
| thats a grand list that |
Thanks sam - I really have no idea who uses most of these, though obviously TFP and Scrap Ship are the more popular ones.
It's not meant as a brag sheet (honest!) but I did hope it might be useful to someone other than me.
| Guardian004 wrote: |
SWEET
TERRACORPS PACKAGE!!! |
I guess you haven't encountered TFP before? I can safely assume you're happy to have found it then!  |
Well awhile ago, all the terracorps links were cut, and I couldn't download any of them. Iv been here since x3 came out, I like the scripts a lot.
Oh and by the way, I downloaded all of these.
Never found the time to find these. Although the library is at the top of the forum, the list is massive. 
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B-O'F
Joined: 21 Feb 2004 Posts: 719 on topic

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Posted: Sun, 30. Dec 07, 22:26 Post subject: |
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Hi eladan,
You said
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| It's not meant as a brag sheet (honest!) but I did hope it might be useful to someone other than me. |
Why not? You have good scripts, so brag about them..
It makes things easier for people to find scripts by an author they like if they are all listed in an easy to find form... and mentioned in the sig (hint, hint - where's your sig???)..
Mine is a Public Service Announcement - just to be different - it puts people off (I hope).... I like being awkward.
Boron - Ol Fh'art
_________________ Public Service announcement
Growing old is not a disease - it is a delayed symptom of birth trauma. |
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jaeshaw


Joined: 22 Mar 2004 Posts: 433 on topic Location: London England

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Posted: Sun, 30. Dec 07, 23:37 Post subject: |
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hi
Does Terracorps Fleet Package work with the XTM?
_________________
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Guardian004
Joined: 02 Nov 2007
Location: Canada
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Posted: Mon, 31. Dec 07, 00:53 Post subject: |
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| jaeshaw wrote: |
hi
Does Terracorps Fleet Package work with the XTM? |
I'm running it with it. It works perfectly.
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eladan
Joined: 07 Jan 2006 Posts: 5276 on topic Location: Sunshine Coast, Australia

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Posted: Mon, 31. Dec 07, 04:24 Post subject: |
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| Guardian004 wrote: |
Oh and by the way, I downloaded all of these.
Never found the time to find these. Although the library is at the top of the forum, the list is massive.  |
Cheers, enjoy!
I agree - it can be difficult to find what you're looking for, particularly if the name isn't very descriptive (like some of mine, probably... ) A short summary would help enormously, but of course that would make the list even longer...
| B-O'F wrote: |
| Mine is a Public Service Announcement - just to be different - it puts people off (I hope).... I like being awkward. |
It's certainly a novel way to do it. Probably delayed my finding of your list for about two weeks!
| jaeshaw wrote: |
| Does Terracorps Fleet Package work with the XTM? |
I'll confirm that it certainly should work, and I'd like to hear about any incompatibilities you find. There is a known issue with patrol strengths being too low for XTMs increased danger (and probably too low even for vanilla...) which is being fixed for the next version.
_________________ My X3:Reunion Scripts |
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Guardian004
Joined: 02 Nov 2007
Location: Canada
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Posted: Mon, 31. Dec 07, 05:02 Post subject: |
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The only bug iv ever found with terracorp (not to be negative) is that you cannot hire pilots, here and there. You have to dock your M5's into your HQ or station, then you may select the "HIRE COMBAT PILOT" command. Other then that, it works fine. 
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eladan
Joined: 07 Jan 2006 Posts: 5276 on topic Location: Sunshine Coast, Australia

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Posted: Mon, 31. Dec 07, 05:32 Post subject: |
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| Guardian004 wrote: |
The only bug iv ever found with terracorp (not to be negative) is that you cannot hire pilots, here and there. You have to dock your M5's into your HQ or station, then you may select the "HIRE COMBAT PILOT" command. Other then that, it works fine.  |
That's actually intentional, for immersion - you couldn't hire someone to pilot your ship when it's in space, could you?
I seem to recall that originally, Myros made it that you could only hire pilots from Terracorps Headquarters (hence the 'Terracorps' in the title.) That was a fraction too hard if you wanted to operate on the other side of the map...
_________________ My X3:Reunion Scripts |
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Wizlawz
Joined: 07 Mar 2006 Posts: 59 on topic Location: minnesota. u.s.a.

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Posted: Wed, 7. Oct 09, 07:24 Post subject: |
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Move to Coordinates Current version 1.01
Download here
Yes, the same type as Cycrows. Mine actually came first by a short margin, but as this was my first script, and Cycrows was more functional, I didn't continue with it. It works though, and for completeness is listed here. As for what it does, if anyone isn't familiar with Cycrows script, it allows the player to specify numerical coordinates for a ship to move to. I recommend Cycrows version.
eh well that was a copy and paste(Lazy,...lol)
anyway;... how do i get it to werk? i mean i enter (X,Y,Z) 10.0,4.0,52.0
and ship flys in small circles.
i enter +10.0,-4.0,+52.0 ship flies in small circles
i enter #'s with the km and same thing, enter with the km and the + & - ,... same thing.
oh;... any one have any idea of the "match speed" script? i use it and my ship just goes to thruster 0 and i get hammered.
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eladan
Joined: 07 Jan 2006 Posts: 5276 on topic Location: Sunshine Coast, Australia

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Posted: Thu, 8. Oct 09, 03:17 Post subject: |
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The coords are in meters, and need to be an integer (no decimal point.) Cycrow's script accepts all kinds of different inputs, but mine is fairly basic, and expects the vars to be the way it wants them.
_________________ My X3:Reunion Scripts |
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Xhell
Joined: 04 Dec 2010
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Posted: Sat, 4. Dec 10, 00:42 Post subject: |
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Hi Eladan
I really appreciate your work, but the server you have your scripts hosted is down (xai corp has been inaccesible for me)
Please, can u upload your scripts to another host?
thanks in advance^^
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