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[SCRIPT] Ship killed notifications v1.0.3 [2008-11-16]
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ThisIsHarsh





Joined: 19 Oct 2008
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PostPosted: Sat, 15. Nov 08, 18:58    Post subject: [SCRIPT] Ship killed notifications v1.0.3 [2008-11-16] Reply with quote Print

Ship killed notifications


Arrow Adds some extra audio and visual notification options for when a player-owned ship is destroyed.

Arrow Requires: Cycrow's Community Configuration Menu


This plugin is available in spk format:



Arrow You can use Cycrow's Plugin Manager 'Package Updates' feature to keep this plugin up to date automatically. A big thanks to Maeyanie for graciously offering up the file hosting.


The Community Configuration Menu gives options to:

Arrow Play a warning beep sound.

Arrow Betty to tell you the sector and ship.

Arrow Show a subtitle at the bottom of your HUD, detailing ship, sector and killer.

Arrow Enable/disable the notification for satellites.



Last edited by ThisIsHarsh on Sun, 16. Nov 08, 11:56; edited 3 times in total
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TSM
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Joined: 01 Jul 2004
Posts: 1765 on topic
Location: Lancashire,UK
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PostPosted: Sat, 15. Nov 08, 19:08    Post subject: Reply with quote Print

Laughing your getting as bad as Grax do you ever find time to play TC Razz

I will use this as I am somewhat bothered by lost of sector trader's due to Khaak not being to erm friendly and killing my ships and not having the decency to send me a note Skull


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ThisIsHarsh





Joined: 19 Oct 2008
Posts: 1132 on topic

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PostPosted: Sat, 15. Nov 08, 19:17    Post subject: Reply with quote Print

TSM wrote:
Laughing your getting as bad as Grax do you ever find time to play TC Razz

I will use this as I am somewhat bothered by lost of sector trader's due to Khaak not being to erm friendly and killing my ships and not having the decency to send me a note Skull


LOL, yeah I find time to play, but get 10 mins into the game when I discover something that annoys me and need to fix it before I can continue. The scripts I've released are only a cross-section of the ones I've written and use in my own game (none are in a releasable state just yet, though).

I saw a request for a script like this some time ago, figured someone else would have done it by now. It's damned annoying when you're looking for a ship and don't realise til minutes later when you look through your logbook and find that it was destroyed ages ago...

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Graxster





Joined: 14 Oct 2006
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PostPosted: Sat, 15. Nov 08, 19:29    Post subject: Reply with quote Print

ThisIsHarsh wrote:
LOL, yeah I find time to play, but get 10 mins into the game when I discover something that annoys me and need to fix it before I can continue. The scripts I've released are only a cross-section of the ones I've written and use in my own game (none are in a releasable state just yet, though).


Lol, I'm the same way. I have so many modified scripts that I haven't posted here... Just yesterday I changed "Collect wares in sector..." to actually stop and notify me when all wares are collected. Egosoft actually messed up this script a tad... they loaded the entire script in the preload file (there isn't a "std" script for it). I always forget about my Storage ship and he wanders around a sector looking for wares until Pirates eventually find him.

Quote:
It's damned annoying when you're looking for a ship and don't realise til minutes later when you look through your logbook and find that it was destroyed ages ago...


Agreed, I spent 15 minutes the other day trying to figure out where "Trader 5" was. Thanks for this handy script! Downloading now.

-Grax

Edit: On an unrelated note, did you know that your NPC Bailing script is listed as an AL Plugin in the community thread? Confused me for a minute...thought I missed an update, lol.

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ThisIsHarsh





Joined: 19 Oct 2008
Posts: 1132 on topic

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PostPosted: Sat, 15. Nov 08, 21:13    Post subject: Reply with quote Print

Graxster wrote:
Edit: On an unrelated note, did you know that your NPC Bailing script is listed as an AL Plugin in the community thread? Confused me for a minute...thought I missed an update, lol.


Yeah, it's a bit of an odd one to categorize. It's not an AL plugin per se, but it involves modifying the Artificial Life aspect of the game, so it seemed the most appropriate.

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corhen



MEDAL

Joined: 16 Oct 2008
Posts: 335 on topic
Location: Angle 225.06, Distance: 7,295.43
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PostPosted: Sun, 16. Nov 08, 00:07    Post subject: Reply with quote Print

Thanks, i requested this, but never thought some one would make it!!

I love all your mods, ThisIsHarsh. i have installed it, and look forward to using it

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jlehtone



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Joined: 23 Apr 2005
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PostPosted: Sun, 16. Nov 08, 00:38    Post subject: Reply with quote Print

@ThisIsHarsh: I assume you are already aware of the potential text formatting trouble, and UniTraders solution to that?


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ThisIsHarsh





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PostPosted: Sun, 16. Nov 08, 00:51    Post subject: Reply with quote Print

jlehtone wrote:
@ThisIsHarsh: I assume you are already aware of the potential text formatting trouble, and UniTraders solution to that?


Yeah I remember reading about that. This script doesn't write to the logbook though, only uses the new subtitle command, which uses the old-style colour fomatting.

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Thrandisher





Joined: 01 Jul 2007
Posts: 357 on topic

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PostPosted: Sun, 16. Nov 08, 04:02    Post subject: Reply with quote Print

Love this so far. Although i do run into 1 problem with it. With this and M.A.R.S. going, this is going off pretty much constantly telling me that my fighter drone was destroyed. Any way to get a check or option to disable for drones? Enable/Disable might be the best way to go to.

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MultiAxisMatt





Joined: 13 Nov 2008



PostPosted: Sun, 16. Nov 08, 05:42    Post subject: Reply with quote Print

Looks very handy.

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ThisIsHarsh





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Posts: 1132 on topic

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PostPosted: Sun, 16. Nov 08, 10:20    Post subject: Reply with quote Print

asser69 wrote:
Love this so far. Although i do run into 1 problem with it. With this and M.A.R.S. going, this is going off pretty much constantly telling me that my fighter drone was destroyed. Any way to get a check or option to disable for drones? Enable/Disable might be the best way to go to.


D'oh. Chalk another one up to the secondary signal bugs.

OK sorted this, disabled Fighter Drone warnings, and uploaded bugfix version: Update v1.0.2

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Thrandisher





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PostPosted: Sun, 16. Nov 08, 11:02    Post subject: Reply with quote Print

Yay, i can go back into combat now Wink

Thanks!

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ThisIsHarsh





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PostPosted: Sun, 16. Nov 08, 11:57    Post subject: Reply with quote Print

Minor update. With satellite notification enabled, collecting satellites would give warning. Fixed this.

Bugfix v1.0.3.

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WangzoR





Joined: 28 Sep 2007
Posts: 11 on topic

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PostPosted: Tue, 18. Nov 08, 02:17    Post subject: Reply with quote Print

This is great, got sick of randomly losing ships and not knowing how or where they died
Thanks

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John McG





Joined: 29 Dec 2004
Posts: 553 on topic
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PostPosted: Fri, 12. Dec 08, 12:29    Post subject: Message logs Reply with quote Print

Several times I have lost a ship through collision with an asteroid etc, and have only found out several hours later when I have happened to check my ship's log.
Fortunately most times I can revert to a saved game, but is there any way of being notified as soon as this happens, or do I have to keep checking my log every few minutes?
Thanks.

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