[SCRIPT] Salvage Commands & NPCs v1.5 [2008-11-20]

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
Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie » Sat, 15. Nov 08, 07:11

Been running your script for a week or so in different games... I seem to have an issue where all my salvage ships just go to a base and dock and sit there doing nothing..... even when my satellite network is reporting there are salvageable ships in sector so and so....

Any ideas on this?
Take it light.....

Malakie

----------------------------------------------------

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Sat, 15. Nov 08, 07:48

Malakie wrote:Been running your script for a week or so in different games... I seem to have an issue where all my salvage ships just go to a base and dock and sit there doing nothing..... even when my satellite network is reporting there are salvageable ships in sector so and so....

Any ideas on this?
This is a bit strange, but I have reworked the detection of salvagable ships for the next update... coming very soon... so hopefully this won't be a problem.


@Grimm Spector: I have graciously been offered a better host, so your download troubles will soon be over...

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Sat, 15. Nov 08, 10:04

Update v1.3

:arrow: If salvager is a carrier, ships will attempt to dock there. If the carrier runs out of docking space, then the ship will be sent to the nearest shipyard as normal.

:arrow: "Strip all ships docked here" command. Will attempt to transfer all wares from all ships docked at this ship. Useful when using a carrier as the salvager.

:arrow: Salvagers will no longer chase after some active ships.

:arrow: "Destroy all NPC salvagers" Community Configuration Menu option. Use this if you are still seeing NPC salvagers chase after active ships. Any salvagers currently active in your game will still be running the old version of the script, so it may be necessary to destroy them if they are stuck in a loop.

User avatar
dragonsblade71uk
Posts: 236
Joined: Sat, 8. Jul 06, 00:01
x3tc

Post by dragonsblade71uk » Sun, 16. Nov 08, 13:28

Hi, great job on the script!

Now in the latest version my ships are no longer jumping?
They go flying to each sector.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Sun, 16. Nov 08, 14:14

dragonsblade71uk wrote:Hi, great job on the script!

Now in the latest version my ships are no longer jumping?
They go flying to each sector.
Strange... Are you using a TL or M1/2 or something as the salvager? Have you made sure to enable the ship's 'Autojump' settings in the command console?

User avatar
dragonsblade71uk
Posts: 236
Joined: Sat, 8. Jul 06, 00:01
x3tc

Post by dragonsblade71uk » Sun, 16. Nov 08, 14:24

Yes they have autojump enabled, with plenty of cells, hell they even go buy the ecells.
They just won`t jump lol
I`m using TM`s, the argon magnetar.

User avatar
dragonsblade71uk
Posts: 236
Joined: Sat, 8. Jul 06, 00:01
x3tc

Post by dragonsblade71uk » Sun, 16. Nov 08, 14:32

Sorry, ignore that solved it. Found that the claim software was showing as readtext file.
Deinstalled/reinstalled showed as named software, so now they are woring.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Sun, 16. Nov 08, 14:38

EDIT: OK then sorted.

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher » Tue, 18. Nov 08, 20:42

Anyway of getting TECSG's SCS MK1 http://forum.egosoft.com/viewtopic.php?t=223882 intergraded into this? Cycrow's SCS hates me. Ive always had problems with his even since the x3R days :/

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Tue, 18. Nov 08, 20:54

asser69 wrote:Anyway of getting TECSG's SCS MK1 http://forum.egosoft.com/viewtopic.php?t=223882 intergraded into this? Cycrow's SCS hates me. Ive always had problems with his even since the x3R days :/
When I first saw that script I wondered if I would end up having to support it here... I'll try to sort out a version that supports it, hopefully soon.

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher » Tue, 18. Nov 08, 21:09

lol, leave it to me to be the first one then ;)
Key differences i guess is when you use it on a ship (within 3m) it tosses up a subtitle and automaticly sends to nearest shipyard. And it works for me, heh.

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Tue, 18. Nov 08, 22:29

Update v1.4

:arrow: Added support for TECSG's Salvage Claim Software Mk. 1 as well as Cycrow's Salvage Claim software.


I've barely tested this so please let me know if there is a problem.
Last edited by ThisIsHarsh on Wed, 19. Nov 08, 00:06, edited 1 time in total.

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Tue, 18. Nov 08, 23:01

V 1.4 that is the only change as my game works fine with Cycrows SCS?
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Tue, 18. Nov 08, 23:23

TSM wrote:V 1.4 that is the only change as my game works fine with Cycrows SCS?
Yeah, also a minor change to the order 'Strip all ships' commands takes wares from ships. But cheers for the heads-up. I haven't properly tested the compatibility with TECSG's script yet, that's all.

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Tue, 18. Nov 08, 23:31

So it would be ok for me to extract the spk add the 'Strip All Ships' command change's and repack 1.3?
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Tue, 18. Nov 08, 23:40

TSM wrote:So it would be ok for me to extract the spk add the 'Strip All Ships' command change's and repack 1.3?
Err, if you want... The plugin should still work precisely the same as before if you just install this new version. It's just that it will work whether you use TECSG's script or Cycrow's script. Or indeed, if you use neither script (then you need the built-in, illegal, System Override Software).

User avatar
TSM
Not a Moderator
Posts: 2947
Joined: Thu, 1. Jul 04, 12:31
x4

Post by TSM » Tue, 18. Nov 08, 23:44

:lol: from your earlier post I thought you had removed support for Cycrows ScS :wink: , if that is not the case then there is nothing to see here move along :roll:
FAQ's Egosoft Interactive FAQ
Egosoft Wiki

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Wed, 19. Nov 08, 00:07

TSM wrote::lol: from your earlier post I thought you had removed support for Cycrows ScS :wink: , if that is not the case then there is nothing to see here move along :roll:
Actually just looked at my post above and it does seem to indicate that. Edited 'instead of' to 'as well as'.

Thrandisher
Posts: 357
Joined: Sun, 1. Jul 07, 03:33
x4

Post by Thrandisher » Wed, 19. Nov 08, 00:32

Thanks!

I think the reason why some scripts work for some and not others is XP vs Vista.

Hmm, you say it works with the illegal one, how about the one for 900k that isnt illegal but only gotten at once place? Figured id ask ;)

ThisIsHarsh
Posts: 1135
Joined: Sun, 19. Oct 08, 18:46
x3tc

Post by ThisIsHarsh » Wed, 19. Nov 08, 01:05

asser69 wrote:Hmm, you say it works with the illegal one, how about the one for 900k that isnt illegal but only gotten at once place? Figured id ask ;)
Ahh, that explains something... I assume the one you are talking about is also called 'System Override Software'? If so then yes, it should work with that. There are two wares called System Override Software, so I just enabled it for both.

Post Reply

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