Find All Crates And Abandoned Ships (Manually Run: Vanilla Friendly Possible, V1.1)

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DHSkully
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Post by DHSkully »

grimfear
will this script work when using the UFJD. So after getting to the sector, run the script, will it put a satalite next to the crate?
I have just been to an UK sector via UFJD to see for my self. It found all the Energy Cell Crates and put satalites on each one (6 in all) So I would say yes to it finding the random Tunings. I have run the script in AP 2.0 and it seems fine.

Will report back later as this is tonights fly time :P Trying to pep up the Carrack as I rekon she will be a good player ship with some tunings now the 8 Plasma Beam Cannons are sitting 4 a side :o Does quite well in Xenon sectors at the moment but will be better when I can wizz off when the 2x1G shields are down a tad.
Lazerius
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Post by Lazerius »

I just wanted to say thank you for this script!

It allowed me to take my 237 Hyperion Vanguard in Poisoned Paranid start to 311 m/s with 8.7 max steering, while allowing to keep my vanilla game.


I still have to collect all the ships, but I have a lot of fun to have 1st in this baby :-D


There's no way I would have found these without the script. I was highly disappointed you have to get so close to find the crates. There's just no way to unintentionally stumble across them without going crazy! lol
DHSkully
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Post by DHSkully »

nickallthat
DO NOT reverse engineer the HYP' I know you may not any way but heads up to anyone who wants to build a few in the PHQ. You will loose the over tune, I know it makes sense when you think about it but I did it and ended up with a 169.1 HYP from 300 ish with some vanilla tuning I found my self. I am back up to 230 now and still looking in UFJD sectors for the exra crates. As you may guess I was gutted to See my HYP' Gelded :evil: but at least I have a couple now to make up for it. Best way if peeps do do the Poisoned Paranid start, is to do the RE before you get the tuninings. (and remove all the shields, docked Falcon Sentinals, 18 guns and equipment it all goes poooof when you RE) And if you do the reload trick as you are about to hand over the dosh to get it back of the nice Boron, you will loose any extra that you managed to get in the first place. (it goes back to stock no exceptions) :shock:

Ohh!! yes thnx for the script it works a charm.
Lazerius
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Post by Lazerius »

DHSkully wrote:nickallthat
DO NOT reverse engineer the HYP' I know you may not any way but heads up to anyone who wants to build a few in the PHQ. You will loose the over tune, I know it makes sense when you think about it but I did it and ended up with a 169.1 HYP from 300 ish with some vanilla tuning I found my self. I am back up to 230 now and still looking in UFJD sectors for the exra crates. As you may guess I was gutted to See my HYP' Gelded :evil: but at least I have a couple now to make up for it. Best way if peeps do do the Poisoned Paranid start, is to do the RE before you get the tuninings. (and remove all the shields, docked Falcon Sentinals, 18 guns and equipment it all goes poooof when you RE) And if you do the reload trick as you are about to hand over the dosh to get it back of the nice Boron, you will loose any extra that you managed to get in the first place. (it goes back to stock no exceptions) :shock:

Ohh!! yes thnx for the script it works a charm.

Good call on that. Yeah, I had read that before, so will RE my 15th or 16th hyp vanguard I cap with this puppy :D

I say that many cause for the value of capping HP's, I can fund my still early empire by selling the other 14 to shipyards :-D


Not my 1st rodeo, but I"m a constant forum lurker for years, so nobody would know who I am :lol:

Don't suppose It's possible to change forum names, cause yeah, I didn't realize this crappy old name was the one on my forum account that I made like 6 years ago LOL. :)
delray
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Post by delray »

They should fix how those are spawned. How can one in normal gameplay detect something that's at -40000 in one Axis in a random sector. Seriously.
Where is it?
popej
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Post by popej »

edited: Q answered in other thread

While in this thread though it'd be nice to have a mod for TC that randomises the ship location/type every time you start a new game. Preferably not all Khaak ships though.


While I'm at it if anyone fancies answering my other questions could you take a look at this thread:

http://forum.egosoft.de/viewtopic.php?t ... 235350ad13

Thanks
kurush
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Post by kurush »

popej wrote: While in this thread though it'd be nice to have a mod for TC that randomises the ship location/type every time you start a new game. Preferably not all Khaak ships though.
This script is targeted for vanilla audience and it cannot change anything in the game. Assumption is that you reload your non-modified game after you run it.
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EmperorJon
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Post by EmperorJon »

As a note, they're not all Kha'ak ships either.
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kurush
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Post by kurush »

EmperorJon wrote:As a note, they're not all Kha'ak ships either.
In theory, yes. In practice, I think the probability of getting something useful there is low enough to consider them to be all Kha'ak. I only got Kha'ak stuff in my game and the corvette can't even be R/Ed.
salawinder
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What about the Aran?

Post by salawinder »

EJ,

If this script is run when in an UFJD sector, would it pick up the presence of an Aran in that sector?

Thanks in advance.
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EmperorJon
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Post by EmperorJon »

A brief look in the relevant mission director file shows the Aran being added as race="abandoned" which seems to be the same as the other abandoned ships. So I can only guess, yes, if there's an Aran there it will pick it up.
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salawinder
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Post by salawinder »

As it happens I was making a few jumps anyway and found an Aran, so ran the script and can confirm that it does pick it up!


No I just have to try board it, my first boarding attempt, but I do have 20x 4 & 5 star marines.

Thanks.
Lord of Nothing
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Post by Lord of Nothing »

Just used it. Never would have found the blasted things otherwise, so thanks! :)
Skirnir. No counter-argument possible.
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EmperorJon
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Post by EmperorJon »

No problem. If you have any suggested improvements please speak up. :)
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Magnu
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Post by Magnu »

I had little chance of finding anything but the Kha'ak M6 without this. Thank you.
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Charon_A
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Post by Charon_A »

Many thanks EmperorJon! Awesome script. Works with AP just fine.

A suggestion - I added writing to log for my purposes, you may find it worthwile too:

Code: Select all

write to log file 1010  append=[TRUE]  printf: fmt='%s %s in %s (at %s)', $num, $obj, $Sector, $pos, null
Last edited by Charon_A on Wed, 4. Jul 12, 08:39, edited 1 time in total.
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EmperorJon
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Post by EmperorJon »

It did once right to the logfile when I was debugging, I think. :p

Anyway, glad it's of use.
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ollipe
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download ej.finde..

Post by ollipe »

Hi,

bin auch neuling im scripten. wenn ich die datei speichere (download) wird eine zip datei gespeichert, aber nach dem extrahieren ist das script als xml document in meiner datei. wenn ich dies in das verzeichnis von spiel speichere wird es nicht als script angezeigt. was tun?
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DrBullwinkle
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Re: download ej.finde..

Post by DrBullwinkle »

ollipe wrote:Hi, am newbie in scripting. If I save the file (download) A zip file is saved, but after the extract is the script as an xml document in my file. when I play it in the directory of store it will not appear as a script. what to do?
Someone with better German skills will probably join in. In the meantime, you may find LV's tutorial: Installing Scripts & Mods helpful. Note that LV's tutorial has not been updated for Albion Prelude, which keeps most files under the "addon" folder. So this script goes into addon\scripts.

An alternative is Detector.
Sam97531
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Post by Sam97531 »

I'm getting an error it seems.

I run the script fine, select null, hit enter and get zero items.

I get "no arguments" instead of the report of ships/objects.

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