[SCRIPT] Dead Ships Revival Script

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euclid
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[SCRIPT] Dead Ships Revival Script

Post by euclid » Wed, 25. Apr 07, 13:04

Have you encountered 'dead' ships (see this tech support thread and also this one in the German tech support forum)? Then this script is for you :-)



Download link


Just copy both files into your script folder. Whenever you load a game the script searches for dead ships and starts a job on them. You will find a message in your log on the number of revived ships.

Edit: dead link revived - thx Merroc :-)


Cheers Euclid
Last edited by euclid on Wed, 5. Feb 14, 18:58, edited 2 times in total.

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ttl
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Post by ttl » Wed, 25. Apr 07, 13:41

Great idea :thumb_up:

But I would ask for a more accurate description on how you determine a ship is "dead", and what you make it do? Or do you just wipe the poor buggers out? Or am I just paranoid about my game :roll:

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Post by jlehtone » Wed, 25. Apr 07, 13:46

Each spawned NPC ship runs a script defined in jobs.txt. "Dead ship" no longer runs a script it is supposed to run forever. This script regognizes those halted ships and probably restarts the command that the ship is supposed to run.

I guess this is the same script, which the germans include in the X3plus script collection?

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Post by Lucike » Wed, 25. Apr 07, 13:53

jlehtone wrote:I guess this is the same script, which the germans include in the X3plus script collection?
Similarly ... the result is the same.
Image

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Red Spot
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Post by Red Spot » Wed, 25. Apr 07, 16:18

jlehtone wrote:..........no longer runs a script it is supposed to run forever.

not completelly correct as most scripts are designed to shut down on almost any "dunno" ...

its the job-scripts that generally are supposed to run forever and some, mostly "follower" scripts, again shut down on specific conditions (those ships are generally revived by their job-leader when in specific conditions)



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Post by DangerDave » Wed, 25. Apr 07, 18:41

In my experience, 'dead' ships, that have no command set for whatever reason, will be automatically 'revived' unless 'set race controlled logic' is set to FALSE for those ships.
Dave.

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Post by Stormsong » Wed, 25. Apr 07, 19:37

Technical stuff aside, all I know is that the script revived several dozen "dead" ships in my game the first time I loaded after installing, and continues to do so every time I load subsequent games (generally one or two ships per session).
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Post by xTemon » Wed, 25. Apr 07, 19:41

Mind if I ask what a dead ship is :gruebel:

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Post by Lancefighter » Wed, 25. Apr 07, 19:42

From what i understand, it is a NPC ship without a command - IE, Not the un-polited ships you can 'steal', but just random ships that aren't doing anything.

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Post by JuanCudz » Wed, 21. Nov 07, 16:17

Anyone know another source for this script? I'm getting a 404 error for the website.
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Post by moggy2 » Wed, 21. Nov 07, 17:44

I've got I copy of it. I'll pm you a link in a sec.

@euclid, I can host it on xai-corp.net if you want to find a new home for it.

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Post by vtecem » Wed, 21. Nov 07, 21:33

moggy2 wrote:I've got I copy of it. I'll pm you a link in a sec.

@euclid, I can host it on xai-corp.net if you want to find a new home for it.
That would be cool, so I can get a copy of it too. :)

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Post by Stormsong » Thu, 22. Nov 07, 14:56

Wasn't this included in the Bonus Pack at some point, or did that never come about?
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Post by moggy2 » Thu, 22. Nov 07, 15:10

I tested it for the bonus pack, but it didn't make it in.

While it revived some of the dead ships, when I looked closely, there were a few ships that it was reviving each time In other words they weren't all revived.

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Post by jlehtone » Thu, 22. Nov 07, 17:05

What does

Code: Select all

039       $Ship -> beginne Arbeit
do?

(That is in 'setup.freetrader.xml' included in X3plus. Apparently a oneshot restarter more geared to get X3plus version of freetrader running.)
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