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

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Thrandisher
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Post by Thrandisher » Wed, 19. Nov 08, 02:11

Ya, software signature scrambler. think its like 932k while the system override software is like 601k.

Ok, ill get some testing done in a bit. something messed up game so its time for a reinstall and a fresh start!

Thrandisher
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Post by Thrandisher » Wed, 19. Nov 08, 22:09

Well sector collect seems to work, but universe doesnt at all.
I can manualy send the ship into the zone, hit universe then it will land at a base then go out and collect stuff in that area.

Ive had this problem for awhile, so im wondering if something else is effecting it from performing.

Last time i went and did a patrol, had lots of loot in a sector, had up adv satilites and left the area, and the ship just sat a few zones away, had the US tag on, then went standby, then put the tag back on (in current commands).

How long of a wait before it would go out?

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Script Packages:
Asset Summary :: Someone :: Yes :: 1.02 :: 
Bribe A Pilot :: Nividium :: Yes :: 1.00 :: 12/11/2008
Cheat Collection Package :: Cycrow :: Yes :: 1.41 :: 07/11/2008
Community Plugin Configuration :: Cycrow :: Yes :: 1.10 :: 28/10/2008
Compare Ships :: Graxster :: Yes :: 1.0 :: 05/11/2008
Explorer Command Extension :: ThisIsHarsh :: Yes :: 1.2 :: 01/11/2008
Factory Complex Constructor :: Dusty :: Yes :: 4.01 :: 25/10/2008
Free Jump :: Graxster :: Yes :: 1.3 :: 12/11/2008
Froce NPC Undocking :: Graxster :: Yes :: 1.0 :: 08/11/2008
Improved Boarding :: Cycrow :: Yes :: 1.10 :: 28/10/2008
LazCorp Military Scanner - X3TC :: Lazerath :: Yes :: 1.01 :: 04/11/2008
Marine Repairs :: Tatakau :: Yes :: 1.01 :: 01/11/2008
Military HUD for Terran Conflict :: Ulfius :: Yes :: 1.0 :: 25/10/2008
NPC Bailing Addon :: ThisIsHarsh :: Yes :: 1.6.1 :: 15/11/2008
Numeric Ranks :: Gazz :: Yes :: 1.0 :: 
Refuel Ships (fix) :: Graxster :: Yes :: 1.0 :: 09/11/2008
Remove Rocks :: Grax :: Yes :: 1.0 :: 
Salvage Claim Software Mk. 1 :: TECSG :: Yes :: 3.04 :: 14/11/2008
Salvage Commands and NPCs :: ThisIsHarsh :: Yes :: 1.4 :: 15/11/2008
Satellite Early Warning Network :: Cycrow :: Yes :: 1.20 :: 31/10/2008
Scan Target Object :: Korval :: Yes :: 1.1 :: 19/11/2008
Shield Boost TC :: X3R Script by LV, Updated for X3TC and features modified by Malakie :: Yes :: 1.02 :: 15/11/2008
Ship killed notifications :: ThisIsHarsh :: Yes :: 1.0.3 :: 16/11/2008
Station Repacker :: alex2069 :: Yes :: 1.00 :: 19/11/2008
The Marauder Shipyard :: Teladidrone :: Yes :: 0.1 :: 11/11/2008
Turbo Booster :: Cycrow :: Yes :: 1.00 :: 20/10/2008
Universal Best Buys/Sells :: alex2069 :: Yes :: 1.10 :: 18/11/2008
Upgrade Kits (formerly Jumpdrive Kits) :: Lord Vader :: Yes :: 1.4 TC :: 19/11/2008
Wing Equip Like Extention :: silentdeth :: Yes :: 0.01 :: 17/11/2008
Wing hotkeys :: Cycrow :: Yes :: 1.10 :: 28/10/2008
g15 :: german :: Yes ::  :: 
lazcorp_crystal_free_spp_v1_01 :: Lazerath :: Yes :: 1.01 :: 08/11/2008
wing.cmd.equiplike.fix :: silentdeth :: Yes :: .02 :: 19/11/2008
Plus almost all of lucike's ones.
mars


Think any of those would effect it? I had this problem before with the last version and cycrow's SCS also. Im seeing ships also that are claimable with a long flight time. So i dont think the NPC ones are even going out. I did change the time to 20 minutes before they go out tho. Wondering if that could have confused it maybe.

ThisIsHarsh
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Post by ThisIsHarsh » Wed, 19. Nov 08, 22:54

If it goes into Standby it means it's finished searching the universe and couldn't find anything. Then when it goes back into 'Universe salvager' mode it's started searching again. So if you see a full cycle between these two states and you're sure there is something to salvage, then there is a problem with it finding stuff.

There is no wait once it finds a ship to salvage. It will leave immediately to go to the sector and start Sector salvager.

The NPCs share some scripts with the Universe/Sector salvager commands, so if one is having problems it could affect the other, however the delay time is unrelated, so changing that won't have caused any problem.

I can't see any reason those scripts would cause a problem, but I'm unfamiliar with most of them.

I did some testing and can't find any potential issues, everything seems to work as it should.

Only thing I can immediately suggest is to uninstall and reinstall in case one of the script files wasn't updated at some point... but that's unlikely to be the problem.

If you can send me one of your savegames I'll take a look for you.

Thrandisher
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Post by Thrandisher » Thu, 20. Nov 08, 08:14

Ok! spent about 2 hours doing every test i could think of.

Code: Select all

Cheat Collection Package :: Cycrow :: Yes :: 1.41 :: 07/11/2008
Community Plugin Configuration :: Cycrow :: Yes :: 1.10 :: 28/10/2008
NPC Bailing Addon :: ThisIsHarsh :: Yes :: 1.6.1 :: 15/11/2008
Salvage Claim Software Mk. 1 :: TECSG :: Yes :: 3.04 :: 14/11/2008
Salvage Commands and NPCs :: ThisIsHarsh :: Yes :: 1.4 :: 15/11/2008
With just that and nothing else, it fails on universe salvage. I took out tecsg's one and tossed on cycrow's and it worked. One thing i did notice was tecsg's one, it would only do sector salvage and when it was going to claim a ship it would show it doing UNKNOWN COMMAND but it would claim it. The TM could be parked in a station with a sector and it would pop out and do it then return back.

Other thing i checked on was the built in ones in the game. While System override software (illegal) would work with scs and scs mk1 and without any of the 2 claiming scripts (I know there is a 3rd one but i havent tried it yet). I then tried the other built in game one, Software signature scrambler (legal but hard to get) and that would not work. I tried it with scs mk1 installed and nothing, i didnt try it with scs or no 3rd party claiming ones (figured i would get same resaults since it comes with the game).

I tried all posibilities with a clean install so as to be sure 100% there was no taint left over anywhere.

ThisIsHarsh
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Post by ThisIsHarsh » Thu, 20. Nov 08, 13:49

asser69 wrote:Ok! spent about 2 hours doing every test i could think of.

Code: Select all

Cheat Collection Package :: Cycrow :: Yes :: 1.41 :: 07/11/2008
Community Plugin Configuration :: Cycrow :: Yes :: 1.10 :: 28/10/2008
NPC Bailing Addon :: ThisIsHarsh :: Yes :: 1.6.1 :: 15/11/2008
Salvage Claim Software Mk. 1 :: TECSG :: Yes :: 3.04 :: 14/11/2008
Salvage Commands and NPCs :: ThisIsHarsh :: Yes :: 1.4 :: 15/11/2008
With just that and nothing else, it fails on universe salvage. I took out tecsg's one and tossed on cycrow's and it worked. One thing i did notice was tecsg's one, it would only do sector salvage and when it was going to claim a ship it would show it doing UNKNOWN COMMAND but it would claim it. The TM could be parked in a station with a sector and it would pop out and do it then return back.

Other thing i checked on was the built in ones in the game. While System override software (illegal) would work with scs and scs mk1 and without any of the 2 claiming scripts (I know there is a 3rd one but i havent tried it yet). I then tried the other built in game one, Software signature scrambler (legal but hard to get) and that would not work. I tried it with scs mk1 installed and nothing, i didnt try it with scs or no 3rd party claiming ones (figured i would get same resaults since it comes with the game).

I tried all posibilities with a clean install so as to be sure 100% there was no taint left over anywhere.

Wow, thanks a lot for all that testing, very very helpful! I have an idea now where a few of those problems could lie. I'll get on it asap. Awesome work, thanks.

As for the Software Signature Scrambler, you need to have BOTH Software Signature Scrambler AND System Override Software (one claims the ships, the other blocks police from seeing it as illegal) - AFAIK, anyway.

Thrandisher
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Post by Thrandisher » Thu, 20. Nov 08, 17:03

Ok on the sos with sss togethere. did one test with both of them installed and universe and i do believe he did run out and start to grab. I wasnt sure if both were needed or not. From what i remember the wording on the scrambler wasnt 100% clear. Ok, coffee time!

athelred
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Post by athelred » Fri, 21. Nov 08, 00:52

Hey I think I figured out why the universe salvage command is not working properly with scs. In the plugin.slav.cmd.universe script, you still try to refer to the scs ware directly rather than getting the ware through the plugin manager scripts. You fixed this in the main command check function, so the command shows up, but when you actually run the command it does not register it.

athelred

ThisIsHarsh
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Post by ThisIsHarsh » Fri, 21. Nov 08, 00:54

Update v1.5

:arrow: Fixed issue with TECSG's script not working for Universe salvager. Also fixed command showing as 'Unknown Command' when using TECSG's script or System Override Software.

:arrow: The configuration menu now has an option for you to choose which software is required for the salvagers to claim ships. No matter which option is selected, they will always be able to claim ships using System Override Software. There is also an option for Special Command Software MK1 in case you don't want to bother with SCS-type software at all.

ThisIsHarsh
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Post by ThisIsHarsh » Fri, 21. Nov 08, 00:56

athelred wrote:Hey I think I figured out why the universe salvage command is not working properly with scs. In the plugin.slav.cmd.universe script, you still try to refer to the scs ware directly rather than getting the ware through the plugin manager scripts. You fixed this in the main command check function, so the command shows up, but when you actually run the command it does not register it.

athelred
LOL, fantastic timing. You were right of course.

ThisIsHarsh
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Post by ThisIsHarsh » Fri, 21. Nov 08, 01:35

Apologies if you downloaded before this post, please redownload, some script files were missing from the package.

Thrandisher
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Post by Thrandisher » Fri, 21. Nov 08, 01:50

Nice. ill grab here and see if i can break it again for ya ;)

One of these weeks i will continue on a save game and not start all over a few day's later! ;)

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TSM
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Post by TSM » Fri, 21. Nov 08, 21:40

Thisisharsh would it be feasible to set a command so ships would avoid astronaut,space fuel and space weed if requested to do so say do not pick up illegal ware's ?
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ThisIsHarsh
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Post by ThisIsHarsh » Fri, 21. Nov 08, 22:59

TSM wrote:Thisisharsh would it be feasible to set a command so ships would avoid astronaut,space fuel and space weed if requested to do so say do not pick up illegal ware's ?
That is a good idea actually. Astronaut is already possible if your ship simply doesn't have Cargobay Lifesupport, but also, astronauts are no longer illegal - they get added as individual passengers, not slaves, you have to take them to a pirate base to get the option to enslave them.

But avoiding space fuel etc is a good idea, I'll look into it.

Tanjitsu
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Post by Tanjitsu » Fri, 5. Dec 08, 02:28

This is an awsome script. Ive had loads of ships that id not have paid attention too normally.

But although the salvager is a coward, its also a fool !

Its claims a nice free ship, yipee !
It cant repair it cos its not that clever so it sends it on its way to "the nearest shipyard" , sounds good on paper !

Oh wait hangon, the salvager just claimed that nice new ship right next to the xenon sector with the ship yard on the other side, so off goes ur new ship with 1hp and a speed of -5 tryin to out manouver a xenon fleet in xenon space. lol

It might just be me and the area i play in, around omicron lyrie.
but i tend to have 3 claims 2 sent to death 1 arrived at shipyard.

Would it not be better to have the ships sent to nearst friendly dock (excluding crossing enemy territory) and msg player for assistance.

Then u can choose if u want it to attempt the impossible or if ud rather it just waited were it was for u to come and sort it out and give it a hand.

I just dont see the point in salvaging to then have it destroyed so easly. Iit could be avoided, i know the going to shipyard, means a player doesnt need to be involved as much. Remote trade once at shipyard means u can repair and kit out the ship or move it on. Which is nice.

But, if it does this so the player doesnt have to be involved, theres also another problem ive been havin.

I left it going for 12- 20 hours while workin, come back and the main shipyard is full. So all ships after that, salvaged in the main area, are sent continuously further away to ship yards in dangerous areas.

By makin it dock at nearest available it will always have a home and wont need to wander very slowly through space as an easy target.

Thrandisher
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Post by Thrandisher » Fri, 5. Dec 08, 03:14

Think i found a bug but im not sure if its a rare case or engine bug or if i really need more ant traps.

IM useing the ship, Izverg, in my game and useing it as a main ship right now. In middle of combat sometimes i will do a sector claim to clear up some of the loot and bailed ships in the area. All is fine and dandy, ships are claimed, docked, and i keep going. There added to a list of "owned" ships tho.

At the minute i have 17 owned ships, 3 docked, and access to only those 3.

Ive had a TM going around for ages and it doesnt apear to happen on that ship at all.

Does anyone else have this problem?


Mmmm, something that poped in head as i was typeing this was some of the ships i have claimed was from DMA, which i know i couldnt use RCS mk1 on those. I wonder if its from that since when your done, all bailed ships are destroyed at end of it.

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Post by ThisIsHarsh » Fri, 5. Dec 08, 12:37

@Tanjitsu: Yeah it's something I've been meaning to look at finding a way around. I lose a lot of ships to Xenon and Pirate sectors myself. The problem with just sending to nearest dock is just one of micromanagement. You end up with just so many ships that going through them all and ordering them about becomes an annoyance. I think the best way would be to track their progress to the shipyard and have them dock at a station if they are about to go through an enemy sector. I'll look into it. A bit busy these days so haven't had much time for scripting.

@asser69: They shouldn't be added as 'owned' (no homebase changes are made), just docked. Don't know what's happening there. If the DMA ships are destroyed they shouldn't still appear in your list of docked ships (I think that's what you're saying?). That would be an engine bug indeed. I'll look into the 'owned' ships issue, but the non-existent ships issue I don't think I could do anything about.

Tanjitsu
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Post by Tanjitsu » Fri, 5. Dec 08, 21:39

Yeah cool could also work to only dock if approachin a flagged sector.

Although on thought the current loss of ships also adds to the balance of the script, meaning by using the auto process u gain more ships but also loose some (kinda pot luck), if u manually did it ud loose less but would require more work.

Thrandisher
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Post by Thrandisher » Fri, 5. Dec 08, 22:17

Ya, im not sure whats happening. Could be due to the custom ship since it doesnt apear to happen on other ships, what little i tested on.

Well it was late last night when i saw the patch out and patched up wrong. So due to to many readtext errors, doing a restart again, heh. Atleast i made my average of 2 day's played before starting over!

Probly be a day or so before i can start testing it again. I wanna try doing the real missions for once since hopefully there fixed, heh

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Post by TSM » Fri, 5. Dec 08, 22:22

This is Harsh there used to be a script that would black list sectors such as xenon was part of an Xai Corp script that would do the job of stop claimed going to nearest ship yard via xenon.
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Khas
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Post by Khas » Fri, 23. Jan 09, 16:44

-Love- the universe salvager, really do. 5 Kestrels make this incredibly fun.

One thing though - there were similar commands for X3:R that did the marvellous thing that I really liked: if you sent out a sector salvager that had a carrier as homebase, any salvaged ships would head to that ship first. The reason I ask this is that I've got an M6 that floats around with my carrier (which I fly) that automatically repairs the ships in the sector, but sometimes there are so many (I kinda tweaked the bail rates, and have NPC bailing on) that he can't get to them all in time.

Even putting a repair ship in each sector with a shipyard doesn't help.

I see two options that would be fantastic that could fix this: set a ship to wait till it is 100% hull before flying to a shipyard; or be able to set one shipyard that all salvaged ships go to (preferably using an A* routing algorithm please, otherwise I'd lose them all).

Having an option to let hombase assigned salvagers get their salvage ships to dock at the homebase would be good outside of that (because then I could find a mod that adds the machine shop to repair internally, and keep my Dragon for the larger ships who would just end up following.)

I'd have a go myself, but I'm only just playing around with scripts (like the NPC bail rate script).

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