[Requests] Script Requests & Conversions

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

Sorenson
Posts: 340
Joined: Thu, 9. Apr 09, 00:43
x3tc

Post by Sorenson »

I asked this a little while ago, but after killing my neck trying to convert Gazz's asteroid condenser script from X3R I'm gonna' ask again.

What I'm looking for is a script that basically works like this:

A) User inputs a Special command made available on TL/M1/M2-class ships carrying both a tractor beam and a mobile drilling system on the ship executing the command.
B) User selects from an asteroid type: Ore, Silicon, Ice or Nividium, even if the last two pretty much never have more than one asteroid in a sector.
C) Script checks the number of asteroids of the specific ore type in the executing ship's sector: if this amount is 1 or 0, kick back an error to the log saying there aren't any asteroids to merge.
D) Script gets the sum total yield of all asteroids of the type specified in the sector and sets this aside for safekeeping.
E) Script destroys all the asteroids of the type specified in the sector, no explosions, no debris to collect, just gone.
F) Script creates a new asteroid of the type specified at a random location inside the sector, within a range of -50km to 50km of the sector core.
G) Script sets the yield of the new asteroid to the sum yield that was noted beforehand.
H) Script kicks back a message to the logbook saying the job's done.
Morality baggage step because people are going to whine like no tomorrow if this isn't included, even if it doesn't make sense because you're the one condensing the asteroids) Script take an amount of credits from the player equal to Yield/20 x 800,000.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
x3tc

Post by mark_a_condren »

Sorenson

For what its worth, if your having trouble converting it, then drop it, and start your own script from scratch. That way you control the flow of the script and the logic behind it.

When you get stuck with a bit of it post here and someone will prob help you with that bit. Then others can learn as well.

EDIT:
Watch this space: http://forum.egosoft.com/viewtopic.php?t=278535

MarCon
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

I'd like to as for a:

"Drop Neutral Navigational Beacon" script/mod.

The thing would just give you a hotkey and every time you "hit" it your ship will drop a neutral nav beacon like the ones we usually find in some sectors.

Just that.

If anyone decides to make it I would apreciate a priv message in case they don't make it public so I notice :)
johnnywas
Posts: 351
Joined: Thu, 28. Dec 06, 23:50
x3tc

Post by johnnywas »

i would like a script that stops pirates spawning in pirate sectors after the sector had been cleared for a while or after a certain number of pirates have been killed by the player in that sector

thanks
User avatar
ezra-r
Posts: 3423
Joined: Fri, 14. Oct 05, 21:04
x4

Post by ezra-r »

johnnywas wrote:i would like a script that stops pirates spawning in pirate sectors after the sector had been cleared for a while or after a certain number of pirates have been killed by the player in that sector

thanks
Sector TakeOver I think it is called.. I think it has been brought up recently.
Makita
Posts: 123
Joined: Sat, 14. Jan 06, 01:32
x4

Post by Makita »

I think having a script to auto-follow at 15km or so range, would be nice for those shadowing missions. I tried to fiddle with it, then realized I am border line retard when it gets to scripting.

Makita
StarCrack
Posts: 235
Joined: Thu, 3. Apr 08, 05:27
x3tc

Post by StarCrack »

like the 15 k follow idea
TEKing66
Posts: 601
Joined: Thu, 10. Nov 05, 18:44
xr

Post by TEKing66 »

I remember in X3-R you could hire pilots to man your fighters. If I remember correctly, they also gained experience as well.

I'm not much of a scripter, but that would be cool in X3-TC.

Seems like I remember there being a command to "Hire Pilot".
Once given the order, the ship would fly to the nearest EQ or Trade Station, land there, and then a pilot was hired. After which you could give him orders.

Could this be done in X3-TC?
My mods for X3TC & X3AP

Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
psitank
Posts: 2
Joined: Sat, 2. Feb 08, 01:47

Post by psitank »

Can anyone convert the missile manufacturing bay from XTM to TC? much appreciated.
ADStryker
Posts: 152
Joined: Mon, 22. Jun 09, 02:04
x3tc

Post by ADStryker »

How about an option to send a Global message to all properties to toggle the "Show as Enemy if Enemy to Me" switch.

Apparently, in vanilla, this has to be done on a ship-by-ship basis, which can be a big pain in the rear if one has large numbers of Lasertowers that one wants to attack Xenon, but not Pirates.

----- (edit) -----

LV's Global Friend Foe Upgrade might do what I'm thinking. Need to test to see for sure.
Last edited by ADStryker on Wed, 14. Jul 10, 13:33, edited 1 time in total.
PSCO1 Cockpits | lowpolyroids-2.04 | Satellite Early Warning Network | Station Camper | Universal Best Buys/Sells | Invasion Warnings | ResizedAldrinBigRock | Equipment R&D | Lowpoly Complex Tubes | Mobile Ship Repairs | Player Workshop | Marauder Shipyard
Infekted
Posts: 2925
Joined: Mon, 1. Mar 10, 19:47
x3tc

Post by Infekted »

I've looked and cant find anything like this. I don't know if its even possible. A mod that lets you see ware information contained in the in game encyclopedia on your map. Or a map extension of the in game encyclopedia. Also display pricing information for sectors you have sats in.
Maybe use colours and shading of the sectors and borders to indicate pricing/availability information. Also have mouse selections of sectors giving detailed information about which stations within that sector buy/sell the ware, and at what price.
Call it Trade Information Software or something, and sell it for something rediculously high. Something a only a real magnate can afford.
User avatar
Novia Star
Posts: 120
Joined: Fri, 8. Dec 06, 04:06
x3

Post by Novia Star »

I had a few Ideas that were buging me about the life in the universe and a few things about combat. If anyone knows of mods or other things to do some of this, please point me in the dirrection of it. Thankyou.

1 Each system has a hudge population on 1 or more worlds. You can fly into these worlds (and die). I pretty shure there is no way to land on planets, but all thoes people need to be dooing and wanting something. Maby have a orbit elavator station that stocks all race comidities and a few basic things. That generates them at L-station size, and sells them for advrage. !With out using E-cells(E-needs to handled planet-side)!

You could have a bunch of help the planet missions or somthing(famine, Drought, Accident, Evacuation, Collinazation exc.).

2 I would love a simple script to make a fighter run away if shields reach (X%-to be determned) Either to home bace(carrior/station, or to a neer by staging aria/station/system)

3 (This im shure is out there.) A up-grade to any M6 or larger ship to have a repair crew on bord(using Tel/ore/comComp/microC exc.) to repair (X%=ship size, lower for big ships) That dosen't take like forever to fix some dammage.

4 lastly. A carrior command upgrade in junction with Repair crews upgrade to make it possible to fix M5s and smaller ships docked in the hanger using smaller ammounts of above mentioned stuff. Even carriors today can make repairs on aircraft or at least get them back to some better working condision.
ADStryker
Posts: 152
Joined: Mon, 22. Jun 09, 02:04
x3tc

Post by ADStryker »

Novia Star wrote:I had a few Ideas...

3 (This im shure is out there.) A up-grade to any M6 or larger ship to have a repair crew ...

4 lastly. A carrior command upgrade in junction with Repair crews upgrade to make it possible to fix M5s and smaller ships docked in the hanger ...
I think the Marine Repairs script does both of these, and will even repair a damaged station if you dock your marine-carrying ship there. It doesn't cost you in commodities, but it does allow you to utilize the millions of credits of investment that you're likely to have in training your marines. The more training your marines have, and the greater the number of marines, the faster the repairs progress.
Makita wrote:I think having a script to auto-follow at 15km or so range, would be nice for those shadowing missions...
I'm no scripter, but it seems to me that one could make use of the AL timer, the "move to position" functionality, and the "set speed" functionality to build a relatively simple plugin that would do this.
PSCO1 Cockpits | lowpolyroids-2.04 | Satellite Early Warning Network | Station Camper | Universal Best Buys/Sells | Invasion Warnings | ResizedAldrinBigRock | Equipment R&D | Lowpoly Complex Tubes | Mobile Ship Repairs | Player Workshop | Marauder Shipyard
theredman
Posts: 78
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by theredman »

Hi just thought i could add a request here for combining a bunch of scripts together instead of haveing 5 scripts fixing 5 problems.

ok so i use the
Complex compacter script http://forum.egosoft.com/viewtopic.php?t=225042 , advanced hub docking script http://forum.egosoft.com/viewtopic.php?t=244904, trying to get more storage with another script or by using the hub storage mod with those custom stations that have hub like stations.
http://forum.egosoft.com/viewtopic.php?p=2704437 oh and I use this too the research thingo http://forum.egosoft.com/viewtopic.php?t=248959 err need to add engine/cargo/manuverability to that...

these scipts are like the bread and butter couldnt play tc without them.

Ok My point is can we get gazz and saetan to combin there scripts a little so you buy a superstructure and all it really is at the start is a storage place and capable of exectuing research upgrades... need a research station... but anyway you have the structure and you add factory modules to the structure as in your fitting out rooms ect in your sturcture. so like that big building in the storage mod could have like 100 factories in it making weapons ect including power the works, maybe a collapsed mine in there or the terran mining barge that works? i havent got mine working yet lol. anyway that would be the main idea.

err also adding people either just working or if you have some housing modules installed living on the superstructure with a tax / wages system and maybe a school type station with personal shuttles going backwards and fowards .. err im getting carried away now lol.
Bobucles
Posts: 2259
Joined: Fri, 25. Dec 09, 03:56
x3tc

Post by Bobucles »

Quick request here.
Missile Barrage Hotkey.
Immediately launches a missile barrage from the player ship. Only works on ships with the appropriate missile turrets.

This way players can make proper use of an M8 or M7M ship without digging through the menus every single time. Oh, it also may be important for a mod I'm working on. :D
User avatar
mattig89ch
Posts: 200
Joined: Wed, 18. Nov 09, 00:07

Post by mattig89ch »

I've asked before, and I'll ask again. Is there a script currently in existance that does: 1.) adds terran marines to one or two terran stations? and 2.)allows you to buy stations that produce terran goods?
User avatar
Deadbeat_Spinn
Posts: 6483
Joined: Wed, 19. Nov 08, 20:47
x3tc

Post by Deadbeat_Spinn »

mattig89ch wrote:I've asked before, and I'll ask again. Is there a script currently in existance that does: 1.) adds terran marines to one or two terran stations? and 2.)allows you to buy stations that produce terran goods?
1. Maybe, but I'm not certain.

2. Why, you can buy Terran stations in vanilla. But if you don't want to spend the time doing most of the plots there is a script that allows the purchasing of most (all?) Terran stations, it can be found in the Library.
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

TEKing66 wrote:I remember in X3-R you could hire pilots to man your fighters. If I remember correctly, they also gained experience as well.

I'm not much of a scripter, but that would be cool in X3-TC.

Seems like I remember there being a command to "Hire Pilot".
Once given the order, the ship would fly to the nearest EQ or Trade Station, land there, and then a pilot was hired. After which you could give him orders.

Could this be done in X3-TC?
You need to understand that the "pilot" of a ship consists of exactly one value - it's name string.

Whether that string is empty or not - fighters do gain experience in vanilla R / TC.
Capital ships do not. (they don't "dogfight" so it would be pretty pointless)
It's the ship that has a fightskill value.

So to "implement" this, all you really need to do is write pretty names into the pilot name string of each ship.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Destro Ace 1
Posts: 68
Joined: Wed, 12. Nov 08, 21:40

Post by Destro Ace 1 »

Can you add some Aldrin ships please? I don't know if it's been done already, but never hurts to have more.
Legion X
Posts: 3
Joined: Sat, 12. Jun 10, 21:38
x4

Post by Legion X »

A mod for X3-TC v.2.5 X3-Gold? Just that version. Could be asking for something really dumb but correct me if I sound like an idiot.

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