Bullwinkle's List

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

shabitz
Posts: 59
Joined: Sun, 21. Jul 13, 19:54
x4

Post by shabitz »

DrBullwinkle wrote:OK, then you're not thinking it through then. ;)

There should *not* be any enemies in the ship's sector after the alert. Why not? Because the ship already emergency jumped.

Use v1.05 if you want to try to rescue ships being attacked. If it is a TS, though, you'd better better be quick about it. :)
I don't want to use 1.05 I do like 1.07 it does what it says it does for getting away from the bad guys. However, it does alert before it even gets to the bad guys in the first place that is all. It's something I can deal with I'm just letting you know.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

As I said, you are over-thinking it. Or under-thinking it. Or sideways thinking it. ;)

The enemies have to be present *before* the jump. They are there, I promise.

But the whole point of Signal Targeted is that it reacts *before* the actual attack. That is what the script does -- it scans for ships that *intend* to attack.
biliskner25
Posts: 11
Joined: Thu, 17. Apr 08, 00:57
x4

Post by biliskner25 »

DrBullwinkle wrote:
cryptonite1 wrote:[constant pestering]...

@Cryptonite1: Try to be less of a Noodge, please. You made your report and I accepted it. I will try to reproduce the behavior when I get a chance, but there are higher-priority issues in the queue. If I can reproduce the behavior that you report, then I will fix it, obviously.
  • (And I already gave you a valid workaround.)
Hey DrB, sad to say but the noodge was right.. there is a problem with 2 missing inventory spaces which was noticeable with a #deca.cefa
I also tested by creating 2 new ships so they wouldn't have pre-existing scripts running (except for bounce which i didn't disable).

I'm not a scripter so bear with me while I muddle my way through this explanation.. No problems with the plugin.deliver.jd.getlists that I could see
I managed to trace the problem down to 2 scripts: plugin.deliver.jd.install and plugin.deliver.jd.fillup

the kit installer script has these lines in a few places, this one from line 150

Code: Select all

    if $pl.cash >= $g
      $text = sprintf: pageid=8822 textid=34, $g1, $g2, $g, null, null
      add custom menu item to array $list: text=$text returnvalue='close'
      $text = sprintf: pageid=8822 textid=17, $g, null, null, null, null
      add custom menu item to array $list: text=$text returnvalue='a.b'
which if I'm guessing right has to do with the menu options at the bottom,
however it appends the 2 options to the ware array $list as nested arrays

These arrays when added as wares to the ship appear to take up 1 unit of cargo each and do not show up in ware list. Confirmed by creating blank array and adding it to new ship as ware.

One other small bug which will affect a quick fix:
plugin.deliver.jd.install line 180+
Under "basic extensions" no upgrade cost is shown, code is in wrong place

Code: Select all

if $pl.cash >= $g
      $text = sprintf: pageid=8822 textid=17, $g, null, null, null, null
      add custom menu item to array $list: text=$text returnvalue='b.b'
    else if $pl.cash < $g
      $text = sprintf: pageid=8822 textid=34, $g1, $g2, $g, null, null
      add custom menu item to array $list: text=$text returnvalue='close'
      $text = sprintf: pageid=8822 textid=18, $g, null, null, null, null
      add custom menu item to array $list: text=$text returnvalue='close'
move the "else" 2 lines down

Code: Select all

if $pl.cash >= $g
      $text = sprintf: pageid=8822 textid=17, $g, null, null, null, null
      add custom menu item to array $list: text=$text returnvalue='b.b'
      $text = sprintf: pageid=8822 textid=34, $g1, $g2, $g, null, null
      add custom menu item to array $list: text=$text returnvalue='close'
    else if $pl.cash < $g
      $text = sprintf: pageid=8822 textid=18, $g, null, null, null, null
      add custom menu item to array $list: text=$text 
and in plugin.deliver.jd.fillup line 5 add the following after array size

Code: Select all

$as = size of array $arar
$as = $as - 2
That should skip the 2 arrays appended.
Apologies for wall of text
lLongshanks
Posts: 274
Joined: Sat, 20. Mar 04, 23:46
x3tc

Post by lLongshanks »

With Passenger to Marine.
Is there any way I can remove the rep loss?
Scripts I use.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Already removed in my version.
lLongshanks
Posts: 274
Joined: Sat, 20. Mar 04, 23:46
x3tc

Post by lLongshanks »

Yours is the one I have been using but I'm still losing rep when I convert passengers.
Scripts I use.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Well, *some* passengers will cause rep loss when you kill or enslave them, and that includes converting them to marines. It is part of vanilla game and is not caused by Passenger to Marine.

I do not know all of the possible causes for that behavior, but it does not happen often in my game. It is more likely to happen if you try to conscript (convert) passengers from missions. Also, I suspect that some races are more sensitive about being enslaved or conscripted, but I do not know the specific rules.
firestorm79
Posts: 438
Joined: Mon, 22. Jul 13, 03:09
x4

Post by firestorm79 »

DrBullwinkle wrote:Pandora Tuning Ejector
now i can finally change my playership... sob sob

THANK YOU

XOXOXOXO
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

I'm glad you like Pandora Tuning Ejector, Firestorm.

Yeah, it makes Pandora tunings more useful, especially during your first play-through, when you don't know what your favorite ship will be yet.
lLongshanks
Posts: 274
Joined: Sat, 20. Mar 04, 23:46
x3tc

Post by lLongshanks »

I will just have to live with it. thanks for the scripts btw.
Scripts I use.
birdtable
Posts: 2127
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable »

Well Dr .... Tucked away here .... What's the diagnosis .... Terminal or survivable ..... ?
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Pardon?
birdtable
Posts: 2127
Joined: Sat, 7. Feb 04, 20:42
x4

Post by birdtable »

What ...3 eyes ...4 ears ... surely not blind and deaf ?
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

I have no idea what you are talking about birdtable.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

This is kinda creepy.....
User avatar
mim525
Posts: 179
Joined: Mon, 27. Dec 10, 00:42
x3tc

Post by mim525 »

For the Boarding hack is it normal for marines just to fly around in circles instead of pursuing the target, thats happening in my game :( any fix?
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Marines flying around in circles is a problem with spacewalk boarding in general. It is caused by collision detection in the vanilla game. Scripts cannot solve the problem entirely, although I have attempted to reduce the problem with several tricks.

If you have not already done so, please try the experimental version 1.24a. That is my best effort so far at improving spacewalk boarding.

The true cure for boarding problems is pod boarding or the Boarding Transporter. The only time that spacewalk boarding is really necessary is early in the game -- before you have stolen your first M7M.
Spoiler
Show
Luckily, M7M's are very easy to steal. :pirat:
If you are using Improved Boarding v1.24a and the marines fly in circles, the best thing to do is to recall them and try again. If you try a few times, they will usually "catch up" with the target ship eventually. Teleporter is the easy way to recall your marines.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

New

Salvage Cleaner
Salvage Cleaner v1

Artificial Life Plugin (ALP)

Description
------------
Cleans up (removes) floating ware salvage and ejected astronauts. Makes salvage game more challenging. (Does not remove marines or Pandora crates (engine tunings and rudder optimization).)


Customization
----------------
The ALP runs on a 15-second timer. If you want slower removal of salvage and/or astronauts, then you can modify the timer multipliers in the language file (t\8565-L0xx.xml).

If you want to disable cleanup of either salvage or astronauts, then set the appropriate timer multiplier very high (like 99 or 999). For example, if we want to clean up astronauts but leave salvage, then set:

<t id="302">99</t> <!-- Salvage timer multiplier. Default = 1. Higher values = slower cleanup. -->
<t id="303">1</t> <!-- Astronaut timer multiplier. Default = 1. Higher values = slower cleanup. -->


* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
WARNING: Salvage Cleaner will remove *all* astronauts, including plot astronauts. Turn off the ALP in Gameplay/Artificial Life Settings before doing plot missions involving astronauts.
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Installation
------------
Install and turn on the plugin in Gameplay/Artificial Life Settings.

(Thanks to CoSm1c RaVeR for suggesting the ALP)

Discussion Thread: Bullwinkle's List
Last edited by DrBullwinkle on Tue, 10. Dec 13, 20:24, edited 2 times in total.
firestorm79
Posts: 438
Joined: Mon, 22. Jul 13, 03:09
x4

Post by firestorm79 »

DrBullwinkle wrote:.



Upgrade Kits for TC/AP, with Equipment Packs
.
I take it this won't work with XRM (please don't hit me)?
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Hmm, I might actually be interested in the salvage cleaner myself, especially to remove the annoying astronauts that often make my automated salvagers waste time (the ones from the Salvage Commands: if they have CBLS they go after them too, but I have to give them life support so they can take advantage from marine repairs ;) ).

Would it affect hidden crates too, though? Wouldn't want to miss on a pandora tuning crate.

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