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[SCRIPT] Merchants Guild V1.50 : Updated 11/03/2007
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Rate this scripts
5. Excelant
59%
 59%  [ 40 ]
4. Good
26%
 26%  [ 18 ]
3. Average
7%
 7%  [ 5 ]
2. Not so good
0%
 0%  [ 0 ]
1. Bad
1%
 1%  [ 1 ]
Not really my thing
4%
 4%  [ 3 ]
Total Votes : 67

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Cycrow
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Joined: 15 Nov 2004
Posts: 19893 on topic
Location: London
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PostPosted: Thu, 14. Jan 10, 00:01    Post subject: Reply with quote Print

the script is a timer script, it isn't ment to simply be run from outside, its used along with the AL Plugin system.

theres usually several stations created, but as said, thier positions are random.

so theres no way of telling exactly where they are.
if they get destroyed, new ones will be created, but it takes several game hours for that to happen


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Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
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PostPosted: Thu, 14. Jan 10, 00:41    Post subject: Reply with quote Print

I have seen a script for XTM, which allows you to create a shipyard, in whichever sector, at whatever position you want.

Perhaps you could use it to alter this script?

Just a thought Very Happy


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Buck Rogers

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MarkusXL





Joined: 05 Nov 2009
Posts: 219 on topic
Location: NVIDIA, CA, USA
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PostPosted: Thu, 14. Jan 10, 01:18    Post subject: Reply with quote Print

Oooh sounds like fun, but I have another challenge, heh.

My 'work' game hangs solid when I try to open any "freight" or ship inventory screen. Only Windows Task Manager can close the game. Ugh.

I gotta fix that first, but yah, I would like to try the station spawn script.

But wait! The Position of MGSY is stored in some file, prolly in the script or t folder.

If I could just find that file, then tweak new position coords... can I then Move a shipyard?

Urg! Which file?... I'm getting no hits searching for "Merchants Guild Shipyard"... must... find... it... lol

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Buck_Rogers





Joined: 21 Dec 2004
Posts: 1427 on topic
Location: Aberdeenshire
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PostPosted: Thu, 14. Jan 10, 01:30    Post subject: Reply with quote Print

best thing to do is to open the script install file. wether that is a .zip/rar or a PM file, only you will know. The files used by the MG will be there.


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Buck Rogers

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MarkusXL





Joined: 05 Nov 2009
Posts: 219 on topic
Location: NVIDIA, CA, USA
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PostPosted: Thu, 14. Jan 10, 21:07    Post subject: Reply with quote Print

Ahhh, brute force again wins the day, hang problem solved. Something in the soundtrack or MOV folder was corrupt.

So now I can transfer my happy MGSY from home PC to work PC. Smile

Good enough for now.

I think I will be delving into these scripts more deeply though. I won't be writing my own, but I want and should be able to tweak them.

Thanks again for all the great tips!

Laughing


Edit: Oh and THANKS Cycrow for writing Merchants Guild!!! It brings back the feel of Privateer / Privateer 2 : The Darkening. Only better! Excellent!

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Cycrow
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Joined: 15 Nov 2004
Posts: 19893 on topic
Location: London
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PostPosted: Sat, 16. Jan 10, 18:07    Post subject: Reply with quote Print

if you want to be a bit of scripting yourself, its a fairly easy change to have the station appear at a certain point.

simply copy the al.merchant.timer.station script to something else.
then edit the new one and remove the arguments at the top, and the first 2 lines

Code:

001   skip if $al.state[1]
002    return null


then change these lines
Code:

082    $x =  = random value from -40000 to 40000 - 1
083    $y =  = random value from -40000 to 40000 - 1
084    $z =  = random value from -40000 to 40000 - 1
085    if not $sector -> exists
086     $sector = [PLAYERSHIP] -> get sector
087     $sector =  find a random sector: startsector=$sector, jumps=100, owner=null
088    end


to your own numbers.
u can replace the random value, with a set value

Code:

082    $x =  1000
083    $y =  0
084    $z =  0
085    $sector = Argon Prime


that would spawn the station 1km from the center of Argon Prime


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MarkusXL





Joined: 05 Nov 2009
Posts: 219 on topic
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PostPosted: Mon, 18. Jan 10, 18:10    Post subject: Reply with quote Print

Oooow SWEET!! I'm gonna do that, THANKS!!

Laughing

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HappyTHug





Joined: 01 Apr 2013



PostPosted: Tue, 9. Apr 13, 11:59    Post subject: Reply with quote Print

Hey Cycrow, I appreciate all the love you put into this game, but here to point some blairing unbalance with this mod.

Sometimes you will get a quest where you must deliver a ton of weapons or other expensive products to another place for a paltry sum. Except you don't have to buy the weapons. They give you them, hundreds of them. So if you decide to instead just sell the weapons you make millions and millions. Faaar more worth it to fail these quests!

So, unfortunately, I'd say when the reward for failing a quest is faaar faaar greater than succeeding, and you can get game breaking amounts of money from it... well I'd have to say that this mod as broken.

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