[S] [03.06.06] [X3 3.4.00] Commodity Logistics Software

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Lucike
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[S] [03.06.06] [X3 3.4.00] Commodity Logistics Software

Post by Lucike » Mon, 13. Feb 06, 19:07


Commodity Logistics Software MK1 and MK2
(Version 3.4.00 - June 3, 2006)


Overview Commodity Logistics Software MK1 and MK2
  • The commodity logistics pilot supplies homebase products to company-owned factories.
  • The commodity logistics pilot collects products from product-related company-owned factories.
  • The commodity logistics pilot can process conscientiously a pre-defined task list.
  • The commodity logistics pilot can handle the jump drive and keeps his ship in good condition.
  • The commodity logistics pilot is always an open-minded contemporary and keeps in touch to colleagues. He knows thus, what takes place into far sectors. He isn't a fighter and avoid and report sectors in those of enemies was reported.
Prepare Commodity Logistics Software MK1 and MK2

Download

-> Commodity Logistics Software MK1 and MK2 (Version 3.4.00)
-> Needed Libraries (You must install this!)

-> Recommended Shiptools (Pilots move, hire or fire / delete homebase)

-> Files in XScriptManager Format (Commodity Logistics Software MK1/MK2, Libraries, Shiptools)


Installation using the script editor

The X³ Script Editor has to be activated for this extension. To activate the script editor follow the following steps:
  • enter the menu to change your pilot's name
  • type Thereshallbewings (note the capital T) and press enter
  • the menu will close, your player name will NOT have been changed, and a confirmation beep will sound on correct activation
  • you will now find the "Script Editor" menu item in the command console
  • Save your game now and leave X³
Extract the directory structure into the X³ installation directory. Start X³ and load your previously saved game afterwards. Activating the script editor causes your save to be marked as "modified" which can not be removed by normal means.

Installation without activating the script editor

In the case that the script editor is active, several ingame menus are showing additional information about scripts and the script engine. Since this may disturb a player you may use another method to use unsigned scripts without the use of the script editor. You have to modify the scripts for that. It does not prevent your game from becoming modified.

Open the file "setup.plugin.goods.delivery.xml" with any text editor. Notepad, which is a included in MS Windows®, can be used without problems. You must not use MS Word® or MS WordPad® because the file is encoded in UTF 8 which is not supported by these programs. Notepad will not cause any problems with this encoding.

You have to change the following lines in the script file, but the only change is the insertion of an exclamation mark. After applying the changes, save the file.

Change:
<name>setup.plugin.goods.delivery</name>
to
<name>!setup.plugin.goods.delivery</name>

Also change:
<codearray>
<sval type="array" size="10"><sval type="string" val="setup.plugin.goods.delivery" …

to
<codearray>
<sval type="array" size="10"><sval type="string" val="!setup.plugin.goods.delivery" …


Save the file now and quit notepad. You have to rename the file now by inserting an exclamation mark at the beginning.

E.g. change:
C:\Games\X3 - Reunion/scripts/setup.plugin.goods.delivery.xml
to
C:\Games\X3 - Reunion/scripts/!setup.plugin.goods.delivery.xml

Of course it would be possible to offer the alternative script as a downloadable file, but this way you get the chance to modify other scripts as well.


Instructions Commodity Logistics Software MK1

Overview

This software supports the pilot in coordinating his internal production logistics. It will collect orders of the different consumers inside your enterprise and coordinate those with chosen suppliers. Therefore it is possible to deliver the products from several suppliers of a single resource to different consumers.

The software was originally developed by an Argon software engineer and as such is being sold in every argon equipment dock. It is also available in the trading station located in Herrons Nebula.

Consumers will generally be sorted and supplied according to the urgency with which they need the wares. Stations will only be considered for a delivery if they have less than 90% of the storage space filled. The same principle applies to your producers which will only be allowed to ship wares if their storage is filled by 10% or more. Said a different way, stations will not receive wares if they are almost full, and suppliers will not send out wares if they are almost empty.

Over time the pilot will learn to use this software more efficiently, nobody starts out as an expert. Additionally he might participate in special training courses by utilizing his trading computer extension. Those training courses are offered in the pilots home base at specified time intervals.


Quick start guide
  1. Equip a TS class transporter with navigational software MK1 and Commodity Logistics Software MK1
  2. Assign a homebase
  3. Choose the command "Add/remove products" from the additional ships command menu and select a product and a price
  4. Choose the command "Add/remove stations" from the additional ships command menu and select a number of stations
  5. Choose the command "Start internal commodity logistics"
Additional pilot qualifications

Apprentice
The apprentice is able to collect commodities from one supplier and to deliver those to up to three consumers (excluding equipment docks and trading stations). The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Auxiliary courier
The auxiliary courier is able to collect commodities from up to two suppliers and deliver them to up to five consumers. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The auxiliary courier gets a wage of 10 credits per mizura flown, paid after completing each trip.
Courier
The courier is able to collect commodities from up to three suppliers and deliver them to up to five consumers. Additionally, he will be able to supply TL class ships. He buys in the current sector fight drones and equips his ship with more speed and agility. The courier gets a wage of 15 credits per mizura flown, payable upon completion of each trip.
Freighter pilot 2nd class
The freighter pilot 2nd class is able to distribute commodities from five suppliers to ten consumers. He is also able to use modern jump drive technology to move around more quickly. The freighter pilot 2nd class is paid a wage of 30 credits per mizura in flight, paid after each trip.
Freighter pilot 1st class
The freighter pilot 1st class is able to distribute commodities from five suppliers to ten consumers. Furthermore, he pays close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported. The freighter pilot 2nd class is paid a wage of 35 credits per mizura in flight, paid after each trip.
Freighter pilot
The freighter pilot is able to distribute commodities from ten suppliers to twenty consumers. There is no restriction to the amount of products. Furthermore, he will repair his ship on his own by visiting a shipyard if necessary. The freighter pilot is paid a wage of 40 credits per flight-mizura, payable after each trip.


Equipment and requisites
  • A ship belonging to the small ship class (M5, M4, M3, TS, TP)
  • Boost Extension (optional: increases the jump energy reserve from 10% to 20% of maximum cargo)
  • Duplex- and Triplex-Scanner (optional: decreases the minimum jump range by one sector)
  • Cargo Scanner (optional: affects the collection-strategy)
  • Trading System Extension (optional: needed to participate in training courses)
  • Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
  • Navigation Command Software MK1
  • Jump drive (optional: can be utilized after a special training course)
  • Transporter Device (optional: if big ships like TL class transporters are chosen as a viable destination and the transporter may not dock at the ship)
  • Commodity Logistics Software MK1
Usage (Logistics for factories, equipment docks and TL class transporters)

The main command is started from the trade menu. The command "Start internal commodity logistics" is visible when you installed Commodity Logistics Software MK1 and navigational software MK1 in the ship and assigned a homebase.

The list of stations is maintained using the additional ships command menu. After choosing a number of stations or TL class ships with the command "Add/remove stations" the software will determine if it is a supplier or consumer. If the maximum number of stations is not yet reached a sound will be played as a confirmation, else you will see an error message.

If a station or TL transport is chosen that already exists in the current list of logistic destinations it will be removed from the list.

It doesn't matter in which order the consumers are being selected. The pilot is visiting consumers always in order of urgency. Only suppliers are visited in the order in which they were assigned to the software. If the ship is equipped with a cargo scanner, the suppliers are visited in order of resource availability. The stations are ordered alphabetically for the report.

If you choose your own homebase or the ship itself while configuring the destinations a report is generated containing an overview which stations are currently being flown to and which products are to be transported. You can clear the list completely by targetting any ship.

The list of products is also maintained with the additional command slots. After choosing this command you have to select a commodity which is a product on the homebase. After that a second numerical input is required which determines the price at which the commodity is transferred. If you put in a value of "-1" the price of the target station itself will be used.

Note: You can change the lists mid flight but the changes become effective only after finishing the current tour.

Special: On the initial start no commodity is allowed to be loaded on the ship, except installed weapons and shields, missiles of any type, combat drones and jump energy. If you deliver commodities to a tl class transporter no credits are being transferred. You can only select trading stations, equipment docks or tl class transporters as suppliers if they are set to be the homebase of the ship. No credits are being transferred in this case, too.

Jump Drive: If a jump drive is used, the pilot will supply himself with energy from the homebase. He may buy energy from other sources, too, if he is not doing a chain supply tour. The pilot may jump to adjacent sectors if both scanner types (duplex/triplex) are installed. Normally a jump will only be done if the distance is at least one sector in between. Scanner range is not being enhanced.

Enemy contact: If the freighter has the Fight Command Software MK1, then the pilot starts to make his ship more for certain. He buys fight drones in the current sector and equip his ship with more speed and agility. If the experienced pilot can in addition have a jump drive, then he ventures also into unsafe sectors.

Hint: If you buy the Commodity Logistics Software at the software producers offices at the free argon trading station in Herrons Nebula, the producer tries to provide qualified personnel. If you start the software at the trading station you might get lucky and receive qualified pilots from the very beginning.


Instructions Commodity Logistics Software MK2

Overview

This software supports the pilot to plan ahead a route. The pilot is instructed to follow a given route and the corresponding commodity transfer orders for each intermediate stop. This enables the pilot to fulfil special tasks within the company or even at different stations. The route will be repeatedly followed until the pilot receives new orders.

The software was originally developed by an Argon software engineer and as such is being sold in every argon equipment dock. It is also available in the trading station located in Herrons Nebula.

Over time the pilot will learn to use this software more efficiently, nobody starts out as an expert. Additionally he might participate in special training courses by utilizing his trading computer extension. Those training courses are offered in the pilots home base at specified time intervals.


Quick start guide
  1. Equip a TS class transporter with Navigation Software MK1 and Commodity Logistics Software MK2
  2. Choose "Add/remove intermediate stopps" in the additional command slots of the ship, select a target station, the commodity, the price and the volume (if you input a negative volume it will be unloaded/sold instead loaded/bought). Repeat for all stations.
  3. Choose the command "Start external commodity logistics"
Additional pilot qualifications

Apprentice
The apprentice is able to use up to 4 stops in total in the tour. The apprentice is carrying out his probationary period in your enterprise and doesn't get a salary during this time.
Auxiliary courier
The auxiliary courier is able to use up to 6 stops in total in the tour. Additionally, he will be able to deliver commodities to equipment docks and trading stations. The auxiliary courier gets a wage of 20 credits per mizura flown, paid after completing each trip.
Courier
The courier is able to use up to 10 stops in total in the tour. Additionally, he will be able to supply large ships. He buys in the current sector fight drones and equips his ship with more speed and agility. The courier gets a wage of 25 credits per mizura flownm, payable upon completion of each trip.
Freighter pilot 2nd class
The freighter pilot 2nd class is able to use up to 15 stops in total in the tour. He is also able to use modern jump drive technology to move around more quickly. The freighter pilot 2nd class is paid a wage of 30 credits per mizura in flight, paid after each trip.
Freighter pilot 1st class
The freighter pilot 1st class is able to use up to 20 stops in total in the tour. Furthermore, he pays close attention to the commercial radio network and will not enter any sectors in which enemy ships have been reported. The freighter pilot 1st class is paid a wage of 35 credits per mizura in flight, paid after each trip.
Freighter pilot
The freighter pilot 1st class is not restricted in the amount of stops in his tour. Furthermore, he will repair his ship on his own by visiting a shipyard if necessary. The freighter pilot is paid a wage of 40 credits per flight-mizura, payable after each trip.


Equipment and requisites
  • A ship belonging to the small ship class (M5, M4, M3, TS, TP)
  • Boost Extension (optional: increases the jump energy reserve from 10% to 20% of maximum cargo)
  • Duplex- and Triplex-Scanner (optional: decreases the minimum jump range by one sector)
  • Cargo Scanner (optional: affects the collection-strategy)
  • Trading System Extension (optional: needed to participate in training courses)
  • Fight Command Software MK1 (optional: change the behaviour at contact with the enemy)
  • Navigation Command Software MK1
  • Jump drive (optional: can be utilized after a special training course)
  • Transporter Device (optional: if big ships like TL class transporters are chosen as a viable destination and the transporter may not dock at the ship)
  • Commodity Logistics Software MK2
Usage (Route planning)

The main command is started over the trade menu. The command "Start external commodity logistics" becomes visible, if the Commodity Logistics Software MK2 and the Navigation Command Software MK1 are installed in the ship.

The waypoint list is maintained over the command slot of the ship with the command "Add/remove intermediate stopps". After the start of this command six further inputs must be made. As the first the kind of adding must be indicated. An input of "0" causes that the new entry is attached in the back to the waypoint list. An input of over "0" however causes that the new entry is inserted before the indicated position. If a negative number is indicated, then the appropriate entry is changed. Next a station is indicated as waypoint. Afterwards must a be-prominent factory, which goods which can be treated and the transfer price per unit is indicated. As the latter still the transfer volume is needed. With the volume the quantity of the commodity is meant. A positive number causes the pilot to inviting and/or buying and a negative number to the discharge and/or selling.

Example 1
Waypoint 1 - {0} {solar power plant L in The Wall} {Factory with energy cells} {Energy cells} {12} {2000}
The pilot buys 2000 energy cells in the solar power plant for a price of 12 credits max per unit.
Waypoint 2 - {0} {Satellite factory in Argon Prime} {Factory with energy cells} {Energy cells} {16} {-2000}
The pilot sells 2000 energy cells in the Satellite Factory for a minimum price of 16 credits per unit.

Example 2
Waypoint 1 - {0} {Playerowned solar power plant in Argon Prime} {Factory with energy cells} {Energy cells} {0} {5000}
The pilot loads 5000 energy cells into the ship at the player owned solar power plant without transferring credits.
Waypoint 2 - {0} {Playerowned silicon mine in Herrons Nebula} {Factory with energy cells} {Energy cells} {0} {-2000}
The pilot unloads 2000 units of energy cells from the ship into the silicon mine without transferring credits.
Waypoint 3 - {0} {Playerowned BoGas factory in Herrons Nebula} {Factory with energy cells} {Energy cells} {0} {-3000}
The pilot unloads 3000 units of energy cells from the ship into the bogas factory without transferring credits.

Example 3
Waypoint 1 - {0} {Playerowned solar power plant in Argon Prime} {Factory with energy cells} {Energy cells} {0} {102000}
The pilot loads up to 2000 energy cells into the ship at the player owned solar power plant paying attention to the already loaded amount without transferring credits.
Waypoint 2 - {0} {Playerowned crystal factory in Argon Prime} {Factory with energy cells} {Energy cells} {0} {-2000}
The pilot unloads 2000 units of energy cells from the ship into the crystal factory without transferring credits.
Waypoint 3 - {0} {Playerowned crystal factory in Argon Prime} {Factory with crystals} {Crystals} {0} {100100}
The pilot loads up to 100 units of crystals at the player owned factory taking the already loaded amount into account.
Waypoint 4 - {0} {Playerowned solar power plant in Argon Prime} {Factory with crystals} {Crystals} {0} {-100}
The pilot unloads 100 units of crystals at the player owned solar power plant without transferring credits.
Reference of examples 3
If a load border in the cargo space of the freighter is to be determined, then add to the load quantity 100000. (2000 Energy cells + 100000 = 102000).

Special orders part 1
Input - {0} {solar power plant or homebase} {Not importantly} {Not importantly} {0} {0}
The pilot buys in the solar power plant or loads in the homebase energy cells in, in order to fill up its jump energy. (10% of maximum cargo / with Boost Extension 20%)
Input - {0} {Station or factory} {not importantly} {not importantly} {1} {0}
The pilot approaches the indicated station, without implementing an activity there. He remains 1 mizuras locally.

Special orders part 2
Input - {1001} {Not importantly} {Factory with energy cells} {Energy cells} {17} {-4000}
The pilot looks for energy cell customers in the distance of one jump and adds her its list.
Input - {2001} {Not importantly} {Factory with energy cells} {Energy cells} {17} {-4000}
The pilot looks for energy cell customers of the races in the distance of one jump and adds her its list.
Input - {3002} {Not importantly} {Factory with energy cells} {Energy cells} {0} {4000}
The pilot looks for playerowned solar power plants in a distance of one jump and adds her its list.
Reference special orders part 2
The first input sits down together from 1000 for all stations, 2000 for all stations of the races and 3000 for all player factories. The jump range is added (1000 + 2 jumps = 1002). Several lists can be quite added one behind the other.

Another possibility to configure the tour is the command "Configure intermediate stopps", to be found in the additional command slots, too. With this command you can remove one or more intermediate stops, or move one stop to another position in the route. You may also ask for a report of all intermediate stops and the corresponding commodity. See here for a complete list of the command.

Input - {0} {0} {0}
The pilot reports in about the current list of intermediate stops. The report contains also the payment received up to now, the flight time and the income.
Input - {0} {1} {X}
The pilot adds informations to the name of the ship.
(X = 0 Information service deactivate; X = 1 Extended information; X = 2 Reduced information)
Input - {1} {0} {0}
The pilot clears his entire list of waypoints.
Input - {1} {1} {0}
The pilot deletes his achievements overview.
Input - {1} {X} {Y}
The pilot removes all intermediate stops from x up to and including y.
Input - {2} {X} {Y}
The pilot moves the intermediate stop x to position y.
Input - {3} {X} {Y}
The pilot increases the price of waypoint X to Y by a credit.
Input - {4} {X} {Y}
The pilot reduces the price of waypoint X to Y by a credit.

Note: You can change the lists mid flight but the changes become effective only after finishing the current tour.

Special: Advice: On the initial start no commodity is allowed to be loaded on the ship, except installed weapons and shields, missiles of any type, combat drones and jump energy. If you deliver commodities to a tl class transporter no credits are being transferred. You can only select trading stations, equipment docks or tl class transporters as suppliers if they are set to be the homebase of the ship. No credits are being transferred in this case, too.

Jump drive: If a jump drive is used, the pilot will supply himself with energy from the homebase. He may buy energy from other sources, too, if he is not doing a chain supply tour. The pilot may jump to adjacent sectors if both scanner types (duplex/triplex) are installed. Normally a jump will only be done if the distance is at least one sector in between. Scanner range is not being enhanced.

Enemy contact: If the freighter has the Fight Command Software MK1, then the pilot starts to make his ship more for certain. He buys fight drones in the current sector and equip his ship with more speed and agility. If the experienced pilot can in addition have a jump drive, then he ventures also into unsafe sectors.

Hint: If you buy the Commodity Logistics Software at the software producers offices at the free argon trading station in Herrons Nebula, the producer tries to provide qualified personnel. If you start the software at the trading station you might get lucky and receive qualified pilots from the very beginning.


Technical data Commodity Logistics Software MK1 and MK2

Language file
448000.xml (ID 8000)
498000.xml (ID 8000)

Command slot
COMMAND_TYPE_TRADE_07 (407)
COMMAND_TYPE_TRADE_08 (408)
COMMAND_TYPE_CUSTOM_01 (701)
COMMAND_TYPE_CUSTOM_02 (702)
COMMAND_TYPE_CUSTOM_03 (703)
COMMAND_TYPE_SHIP_07 (1207)
COMMAND_TYPE_SHIP_08 (1208)
COMMAND_TYPE_SHIP_09 (1209)
COMMAND_TYPE_SHIP_10 (1210)

Object task
Task 0 and 25

Official abbreviation
"die WLS"
"the CLS"

Translator
Naffarin
Lucike

Many thanks to Naffarin for the help to translated this description. :)


Changes Commodity Logistics Software MK1 and MK2

Downloading

-> Commodity Logistics Software MK1 and MK2 (Version 3.4.00)
-> Commodity Logistics Software MK1 and MK2 (Version 3.3.02)
-> Commodity Logistics Software MK1 and MK2 (Version 3.3.01)
-> Commodity Logistics Software MK1 and MK2 (Version 3.3.0)
-> Commodity Logistics Software MK1 and MK2 (Version 3.2.12)


Changes

09.04.2006 (Version 3.3.0)
  • Commodity Logistics Software MK1/MK2
    • All goods, which the pilot cannot unload in the home station, are included now with the next route.
    • The pilot inserts information now in the ship name at the beginning of his route and after each flight.
    • Player-owned factories and stations can be locked for the pilot.
    • Some configuration attitudes changed.
  • Commodity Logistics Software MK2
    • A filling border can be selected now. That is particularly meaningful for loading large ships.
17.04.2006 (Version 3.3.01)
  • Commodity Logistics Software MK1/MK2
    • Pilots flew to trade station, although there were no fight drones to buy there.
    • Errors in the flight routine and the pertinent jump energy procurement corrected.
24.04.2006 (Version 3.3.02)
  • Commodity Logistics Software MK2
    • Pilots of the WLS2 didn't compute their jump energy reserves correctly.
03.06.2006 (Version 3.4.00)
  • Commodity Logistics Software MK1/2
    • Pilots want to buy fight drones, although no loading space is free.

< Keywords: ScripterLucike, Script, Commodity Logistics Software, Cycle, Logistic, supply, automatically buy sell >
Last edited by Lucike on Sat, 10. Jun 06, 22:45, edited 7 times in total.

User avatar
DeadlyDa
Posts: 1862
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Post by DeadlyDa » Mon, 13. Feb 06, 19:42

YES!!!!

This is a greeat script! I can now stop hacking the text files, and actually use something that makes sense :D

Up until now, I have had to resort to using the old X2 textfiles as a base, and Babblefish to get something I could use.
ImageImage
- Also check out the DDTC Forums, and the X-Wiki

User avatar
Lucike
Posts: 12341
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Post by Lucike » Mon, 13. Feb 06, 20:21

DeadlyDa wrote:This is a greeat script! I can now stop hacking the text files, and actually use something that makes sense :D
Thanks, thats fine. :)
DeadlyDa wrote:Up until now, I have had to resort to using the old X2 textfiles as a base, and Babblefish to get something I could use.
You poor boy. :D

The next update is waiting. The WLS MK2 pilots can search to similar factories. ;)

-> http://www.lucike.info/x3_reunion/scree ... n00015.jpg (german)

Greets
Lucike
Image

xalien
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Joined: Fri, 12. Mar 04, 02:03
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Post by xalien » Wed, 3. May 06, 22:28

Can it deliver intermediate products from one complex to another? I currently have one TS on a constant standby even though it's homebase complex is about 70% full of energy (intermed. product) and destination complex is half empty.

I generated a log and it seems to be fine - one complex is a producer, the other is consumer and ware to deliver is energy cells for "null credits".

ViperOne
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Post by ViperOne » Tue, 9. May 06, 03:11

Nice concept but having 21 Complex production units it is way to time comsuming. Does not seem to be an easy/default way to simply say buy what I need and sell what I make.
Have spent several hours trying to get basic trading setup.
For all we ought to have thought, and have not thought; all we ought to have said, and have not said; all we ought to have done, and have not done; I pray thee Father for forgiveness.

jlehtone
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Post by jlehtone » Tue, 9. May 06, 08:04

ViperOne wrote:Nice concept but having 21 Complex production units it is way to time comsuming. Does not seem to be an easy/default way to simply say buy what I need and sell what I make.
You build a complex once and you set up a ship once. CLS is very powerful script. Extremely powerful. The price of paychecks and initial configuration is very small compared to benefits.

CLS is like complex construction kit, but it can span half the X-universe and does not look messy. :) And relieves player from the limitations of the factory settings.

Lethal Mitch
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Joined: Sat, 27. Dec 03, 19:11
xr

Post by Lethal Mitch » Tue, 30. May 06, 16:32

I wonder if anyone can help.

I have uninstalled the CLS script but I am still left with the wares in Argon Equipment docks. On checking my script files, all that seem to be related to CLS are gone.

They are no longer called the CLS software though but something like SS_WARE_6 and SS_WARE_7.

Is there any way I can remove these?

User avatar
-Ford-
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Post by -Ford- » Tue, 30. May 06, 17:45

I think you have installed the uninstall script to :) Check it out ... Unzip the package once again and look if the script of the catergory "uninstall" or the script setup.com.agent.unsinstall is in your Scripts catigorie (X3)

Sipa
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Post by Sipa » Tue, 30. May 06, 18:07

NO NO NO I don't want pay anything to pilots!!!

Lethal Mitch
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Post by Lethal Mitch » Tue, 30. May 06, 18:21

Thanks for the reply Lt.Ford.

On unzipping the pack again I see a file called;

uninstall.plugin.goods.delivery.xml

but it isn't in my scripts directory in X3. In fact I checked all of the files and none seem to exist anymore. Something else I could have done?

Everything seems to be working ok in the game, just these extra wares are annoying me. You can buy them ok as well :)

Lethal Mitch
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Joined: Sat, 27. Dec 03, 19:11
xr

Script removal help

Post by Lethal Mitch » Fri, 2. Jun 06, 14:14

I posted this in the CLS script topic by Lucike but unfortunately I am still looking for a remedy.

I wonder if anyone can help.

I have uninstalled the CLS script but I am still left with the wares in Argon Equipment docks. On checking my script files, all that seem to be related to CLS are gone.

They are no longer called the CLS software though but something like SS_WARE_6 and SS_WARE_7.

Is there any way I can remove these?

User avatar
moggy2
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Post by moggy2 » Fri, 2. Jun 06, 15:42

you need a script that will scan the universe for the ware, and remove them.

infact, that's exactly what uninstall.plugin.goods.delivery.xml does.
  • run uninstall.plugin.goods.delivery.xml
    save game
    quit game
    remove script(s)
if you've already deleted that script then you'll just have to extract it from the zip archive.

Lethal Mitch
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Joined: Sat, 27. Dec 03, 19:11
xr

Post by Lethal Mitch » Sat, 3. Jun 06, 03:43

Thanks for your help Moggy :)

That did the trick. Many thanks again.

Aimpoint
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Post by Aimpoint » Sat, 10. Jun 06, 06:57

i installed the mod using the xscript installer and did just that, but when i start up the game, the names for everything related to that mod are left in a format like "readtext" followed by a number or something under that nature. The upgrades themselves when trying to purchase them are different looking like something from a script "AAAAA_AAAAA_07" That is just the format not the actual reading that im getting. And when i toy around with getting the script to run i would get messages from the pilots only the variables such as the pilot name and what they did are left in the first format. Any help?

Lethal Mitch
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Joined: Sat, 27. Dec 03, 19:11
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Post by Lethal Mitch » Sat, 10. Jun 06, 15:13

Hi Aimpoint.

Did you install all three packages? i.e the actual CLS itself, shiptools and libraries.

Looks like you missed out one or more of these. All three packages need to be installed for the CLS to work.

Edit: All 3 don't need to be installed but the CLS package and the libraries have to be. Looks like you can omit the ship tools.

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