[S] Autoscan for Smugglers v1.0 21/1/2009
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[S] Autoscan for Smugglers v1.0 21/1/2009
http://www.geocities.com/ttlaurila/auto ... etospk.pdf
(rename the file to "something.spk")
New link:
http://x3terranconflict.filefront.com/
This makes a command that toggles the ship to automatically scan cargobays of all passing ships. When you have the police license to do it legally. This way you can find out smugglers, and hidden pirates, as you go about your business, without manually going through scanning of loads of ships. The command works on any player controlled ship, and needs the freightscanner, obviously.
The command toggles autoscanning on and off. To help player know which mode a ship is in, the suffix (Sc) is added to the name of the ship when it begins scanning. It is removed when scanning stops. You can rename after giving the command to remove the suffix, it is there just for helping the player know which way the toggle happened. The ship may dock, and do anything, it will still remain scanning until the toggle is turned off. (there's a safety check to not do unnecessary script loops when the scanning ship is docked)
Any ship with illegal goods aboard will be tagged with "(Smug.)" in it's name. If the ship is hidden pirate, and scanning ship has bioscanner, the pirate is exposed to all. When illegal goods are detected by the playership, the sound cue "we are being scanned", is played.
You can gain good money, especially in the early game, by finding out and commandeering large illegal cargoes, and their ships. Other suggested use is on your UT/EST fleet, to tag smugglers for you all around the x-verse. (Having bioscanner as well will cause those smugglers that are hidden pirates to likely attack you traders, so not adviced)
(rename the file to "something.spk")
New link:
http://x3terranconflict.filefront.com/
This makes a command that toggles the ship to automatically scan cargobays of all passing ships. When you have the police license to do it legally. This way you can find out smugglers, and hidden pirates, as you go about your business, without manually going through scanning of loads of ships. The command works on any player controlled ship, and needs the freightscanner, obviously.
The command toggles autoscanning on and off. To help player know which mode a ship is in, the suffix (Sc) is added to the name of the ship when it begins scanning. It is removed when scanning stops. You can rename after giving the command to remove the suffix, it is there just for helping the player know which way the toggle happened. The ship may dock, and do anything, it will still remain scanning until the toggle is turned off. (there's a safety check to not do unnecessary script loops when the scanning ship is docked)
Any ship with illegal goods aboard will be tagged with "(Smug.)" in it's name. If the ship is hidden pirate, and scanning ship has bioscanner, the pirate is exposed to all. When illegal goods are detected by the playership, the sound cue "we are being scanned", is played.
You can gain good money, especially in the early game, by finding out and commandeering large illegal cargoes, and their ships. Other suggested use is on your UT/EST fleet, to tag smugglers for you all around the x-verse. (Having bioscanner as well will cause those smugglers that are hidden pirates to likely attack you traders, so not adviced)
Last edited by ttl on Fri, 6. Nov 09, 20:37, edited 2 times in total.
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Great Thanks
Thank You this is a Great Idea. Downloading now.


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right click the link and select "save as". Then rename the file and replace the .pdf extension with .spk and click "Yes" when Windows asks if you want to do that. Then use Cycrows Plugin Manager to install the scriptm.lawes wrote:Nice idea, but where is the download. All I can find is a .pdf that does open due to an 'encoding error'
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I suggest keeping it autoscanning in pirate sectors. Since it isn't illegal it shouldn't get you into trouble, and it's always good to know who's carrying what around, if you get my drift. 
Also a question: some legit traders would occasionally get mad that they got scanned in X3R, and turn hostile. I presume this either no longer happens in TC, or your script finds a way around it?
Edit: whoopsie, just noticed that I resurrected an old thread. Sorry about that.

Also a question: some legit traders would occasionally get mad that they got scanned in X3R, and turn hostile. I presume this either no longer happens in TC, or your script finds a way around it?
Edit: whoopsie, just noticed that I resurrected an old thread. Sorry about that.
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If someone still has the file I can host it here if required 

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Link not working?
I would like to download this one, looks like it could be VERY usefull for those smuggling missions, but I cant find a workable link
Anyone know where I can get it?

Life is too short to go slow.
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