[SCRIPT] Utilize and Repair Debris v3.01 03/08/2009

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X420TokeAlot
Posts: 52
Joined: Sun, 10. Dec 06, 04:56

[SCRIPT] Utilize and Repair Debris v3.01 03/08/2009

Post by X420TokeAlot » Thu, 15. Jan 09, 16:54

Utilize and Repair Debris WIP
(Version 3 - 24 January 2009)

First off I would like to give thanks to Xenon J for the initial scripts for this project.
And he has allowed me to post and add to this project.

So with a little learning here i will see if I can expand on this little project.

Utilize and Repair Debris Overview

These scripts allow you to either repair or utilize debris that are only pre-exsisting in the x3 universe, such as that inside President's End or the destroyed gates (which are then linked together) to claim as your own or have them disassembled into useful resources.
It uses the same wares as your HQ for repairs and money for utilization.

To use make use of the scripts make sure you are only in a TL or a TS
Open ship menu
Open Custom ship commands and Select Debris Salvage Interface
Image Image

And select one of the three menu options
Image

* Asses Repair Resources - allows the player to scan debris for required resources needed
Image Image
Image

* Repair Debris - allows the player to repair any debris with required resources and credits.
Depending what is being repaired, small ships should be instantaneous, bigger ships should take a little longer as well as stations.

* Utilize debris - allows the player to scrap debris for resources
(The player will need credits and free cargo space in hold)
Image Image
Also Utilization should be instantaneous.

You can also repair damaged gates.... (as long as there is not another gate, such as the gate in Mysts of Elysium)
Image
Repairing 2 gates will take a TL, stocked to the brim with resources.
To repair and link 2 gates you have to navigate to the first gate and repair it (it will be marked for linking)
Then navigate to another gate and repair it too.
Only repairing the last gate will actually require resources and should be instantaneous.:D

Technical Data for Utilize and Repair Debris

Language file
7277-L044.xml

7277-L039.xml

Command Slot (Custom command slot (English))
<t id="7277">A_Debris_Salvage_Menu</t>

The Download for X3 Terran Conflict only

This version is up for testing v3.01
http://www.filefront.com/14188671/Debri ... _v3.01.spk

version 3
http://files.filefront.com/Debris+Utili ... einfo.html

PS. these below are the original scripts for X3 Reunion and have not been modified, get them from here.....

Debris Repair
http://www.filefront.com/14017923/Debris-Repair.spk/

Debris Utilize
http://www.filefront.com/14017929/Debri ... ation.spk/
Changes....

03/08/2009
* v3.01
* Fixed debris subtype within scripts (still testing)

24.01.2009
* changed commands to menu system. (to use less commands)
With a little advice from jlehtone I have changed the commands into a menu system so the script now uses only 1 command.

22.01.2009
* Italian language file added

15.01.2009
* Fixed a few errors
* Initial release version 1
Last edited by X420TokeAlot on Mon, 14. Jun 10, 09:24, edited 18 times in total.

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Idea
Posts: 516
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x3tc

Post by Idea » Thu, 15. Jan 09, 17:35

Great script.I like the idea of rebulding stations that were destroy.President End here I come :D
In menu insted of utilise command stand ReadText 2010-1228.Command forks fine.
When I am the recourse requste screen some names of goods are mising:credits,microchip, computer componet and qoantum tubes.Only numbers stand but no name.

X420TokeAlot
Posts: 52
Joined: Sun, 10. Dec 06, 04:56

Post by X420TokeAlot » Thu, 15. Jan 09, 19:47

Idea wrote:Great script.I like the idea of rebulding stations that were destroy.President End here I come :D
In menu insted of utilise command stand ReadText 2010-1228.Command forks fine.
When I am the recourse requste screen some names of goods are mising:credits,microchip, computer componet and qoantum tubes.Only numbers stand but no name.
fixed readtext..
report should work now..
please redownload and let me know if there r any other issues.

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Idea
Posts: 516
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x3tc

Post by Idea » Thu, 15. Jan 09, 20:51

Works fine for me :D
Job well done :D
Image

amirite
Posts: 243
Joined: Thu, 23. Oct 08, 22:01

Post by amirite » Thu, 15. Jan 09, 20:55

This is a cool idea, but I think the resources could be handled better. What if, upon choosing to repair a station, it produces a list of wares with empty stock that the player can unload to? This would make it easier to automate the more intense repairs, even with mods like CLS and such.
-TEVE

zaihan
Posts: 7
Joined: Sun, 11. Jan 09, 01:11

Post by zaihan » Wed, 21. Jan 09, 06:18

I'm not really good in theese things, but I really need that script.
Anyone could pm me how theese scripts work?
- How to install?
- Where to copy?
etc

Thanks.

ybo1233
Posts: 30
Joined: Tue, 18. Nov 08, 19:16

Post by ybo1233 » Wed, 21. Jan 09, 19:09

This is a spk file.

So you must install with cycrow plugin manager :

http://forum.egosoft.com/viewtopic.php?t=218121

X420TokeAlot
Posts: 52
Joined: Sun, 10. Dec 06, 04:56

Script update

Post by X420TokeAlot » Sat, 24. Jan 09, 09:40

New version of Debris repair and utilize.

The commands are now in a menu system under the custom ship commands and no longer under the additional ship commands.

So please update to avoid conflicts.

Cheers

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Moonrat
Posts: 1040
Joined: Sun, 20. Apr 08, 16:20
x4

Post by Moonrat » Sat, 24. Jan 09, 11:05

Great idea. It'll certainly add more life to my X3R Universe . Are you adding fixes/functionality to both XTC + X3R with each version?

More work for you I know......more fun for us. The Xenon via the migration script (I think) have ravaged loads of sectors and left all manner of wrecks lying around. Time to tidy up me thinks.

dminor
Posts: 751
Joined: Sun, 14. Oct 07, 00:16
x3tc

Post by dminor » Sat, 24. Jan 09, 11:55

I like it but.

It should take more time to utilize debris than it does. And a Mercury Tanker cost more to repair than a Wheat Farm. So maybe adding a bit to the cost of stations and adding some time to utilize(maybe half the repair time), might balance it out



Oh Don't bother repairing those ***Undefined*** Haulers. 36 mil + a bucket of resourses gives you a TL with 25k cargo, no mountable weapons and the kicker 35km top speed :oops: . I Sold it for 31 mil :oops:
" I'm a Sexy Shoeless GOD of WAR " Belkar

PWAGGO
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x3tc

Post by PWAGGO » Sat, 24. Jan 09, 15:05

When doing an assess repair resources on a peice of debris I get a readtext 3572-1000.
I have tried this on multiple peices and its the same on all of them.

X420TokeAlot
Posts: 52
Joined: Sun, 10. Dec 06, 04:56

Post by X420TokeAlot » Sat, 24. Jan 09, 17:40

Thanx for the info dminor i will have to check that out the ships should be quicker than the stations i believe. and the station should will cost more because you also need resources as well as credits but i will look into it for future changes.

as for the hauler well i think i missed that one
(been trying to decide what ships and stations should be able to repair)
maybe make a list, so the user can select type of ship or station to repair depending on the debris selected.

and sorry PWAGGO i was working late on this last nite and it looks like i missed some code :( . but please redownload as i believ i have corrected the issue now.

cheers

PWAGGO
Posts: 28
Joined: Sat, 10. Apr 04, 17:05
x3tc

Post by PWAGGO » Sat, 24. Jan 09, 18:19

Thank you works perfectly now

draffutt
Posts: 4286
Joined: Wed, 21. Feb 07, 18:46
x3tc

Post by draffutt » Sat, 24. Jan 09, 18:27

X420TokeAlot wrote:maybe make a list, so the user can select type of ship or station to repair depending on the debris selected.
i think with ships it should be random and if you are able to check who controls the sector at the time have the stations recovery be based on what stations that race can build for the type of debris. this way you might get lucky and you might not. :)
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
Reunion player bug fixes

SaGa59
Posts: 14
Joined: Wed, 27. Dec 06, 10:59

Post by SaGa59 » Wed, 28. Jan 09, 08:25

Very nice script!

I like it.

Please, when You generate the .spk from scritp files, give the name of the script pack same as early version, and change only the version number.

The first version was "Utilisation and repair...", the next version was "Debris repair and utilisation...", ant the third is "Utilize and...". In the Script installer need uninstall old version and install new, the "upgrade" not possible, if the name of the new version not same as early...

Thx...


Other thing: in my fantasy is an tradeing command for this script: when the list of the needed supplies for rebuilding next station or ship is in the computer of the my TS (after the using Assess... command), i give the command for this TS (or TL) with Trading Software Mk3: go buy all of the supplies, and notify me, when is done. Possible?

(sorry, I'm read only in English)
SaGa

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