[SCRIPT] Anarkis Crystal Free SPP - v1.02 - [2010-08-02]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
Serial Kicked
Posts: 3493
Joined: Fri, 12. Aug 05, 20:46
x3tc

[SCRIPT] Anarkis Crystal Free SPP - v1.02 - [2010-08-02]

Post by Serial Kicked » Sat, 31. Jul 10, 03:34

================
Anarkis Crystal Free SPP
================


:arrow: Plugin Description
  • This small script will remove the need for crystals on Solar Power Plant. Of course you'll need to pay a lot of money for this feature. You'll need 10 million credits for a M SPP, 25 millions for a L and 50 millions for a XL one. A new command will appear in your station's menu called "Upgrade SPP to Xenon Technology", use it on a Solar Power Plant to upgrade it.
:arrow: Downloads: :arrow: Important Note:

If you're using the Complex Cleaner mod/script, and want to add a crystal free SPP to your complex. Please proceed as follow (in that order):
  • 1. Crunch the SPP into its CC format
  • 2. Run the crystal remover script
  • 3. Connect the SPP to the complex with a complex construction kit.
Gazz's script makes a duplicate station but in its own format and its collision free box. If there are no crystal requirements the output gets set very very low. But if the station is setup correctly in the right format and then the crystals are removed it works fine.

The third step is absolutely necessary, or the next time the crunch command is run from CC your SPP will get reset to almost no output. But if it is already part of a complex it gets ignored.

Thanks to Tasolth for this workaround
Last edited by Serial Kicked on Sun, 27. Apr 14, 08:44, edited 9 times in total.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Serial Kicked
Posts: 3493
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Sat, 31. Jul 10, 03:34

Text ID: 8516

Command ID:
- Station Command 24 (1124)

Changelog

v1.02 - Added a few local variables on the SPP so it can be detected and used by CC in a future version

v1.01 - Compatibility with Complex Cleaner added

v1.00 - Initial Public Release
Last edited by Serial Kicked on Mon, 2. Aug 10, 21:36, edited 2 times in total.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Jaga_Telesin
Posts: 424
Joined: Sat, 16. Sep 06, 22:48
x4

Post by Jaga_Telesin » Sat, 31. Jul 10, 04:48

Thanks for the re-release of your X3:R script Serial Kicked. :D

Too bad about complex cleaner merges, but I expected something along those lines. Can still use standard SPPs inside cleaned complexes.

Cheers.

User avatar
Serial Kicked
Posts: 3493
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Sat, 31. Jul 10, 04:49

I'm currently asking Gazz if something can be done about that. We'll see :)
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

Tasolth
Posts: 80
Joined: Mon, 20. Oct 08, 21:49

Post by Tasolth » Sat, 31. Jul 10, 05:46

What I've found that works regarding crystal free SPP's and compelxes is:

First - Crunch the SPP into its CC format,

Second - run the crystal remover script

Third - Connect the SPP to the complex with a complex construction kit.

Why these steps ?

Gazz's script makes a duplicate station but in its own format and its collision free box. If there are no crystal requirements the output gets set very very low.

But if the station is setup correctly in the right format and then the crystals are removed it works fine.

The third step is absolutely necessary, or the next time the crunch command is run from CC your SPP will get reset to almost no output. But if it is already part of a complex it gets ignored.

Found this out the hard way with an older spp crystal free script.

mevko
Posts: 73
Joined: Mon, 14. Jul 08, 01:29

Post by mevko » Sat, 31. Jul 10, 13:48

So how is this diferent form LazCorps script.

Zaixionito
Posts: 158
Joined: Mon, 11. Jan 10, 00:48
x3tc

Post by Zaixionito » Sat, 31. Jul 10, 15:55

-Please delete-
Last edited by Zaixionito on Sat, 31. Jul 10, 17:59, edited 1 time in total.

User avatar
Serial Kicked
Posts: 3493
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Sat, 31. Jul 10, 17:41

It's probably a bit more "mod friendly" than the other one, the detection method to see if a station qualifies at being upgraded or not is different. M/L/XL factory detection method is also a bit different. Prices are somewhat higher.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

User avatar
Jaga_Telesin
Posts: 424
Joined: Sat, 16. Sep 06, 22:48
x4

Post by Jaga_Telesin » Sat, 31. Jul 10, 19:16

Edit: discussion better left elsewhere, as requested. :)
Last edited by Jaga_Telesin on Sat, 31. Jul 10, 21:08, edited 1 time in total.

User avatar
LV
Sith Lord
Posts: 6358
Joined: Wed, 6. Nov 02, 21:31
x3tc

Post by LV » Sat, 31. Jul 10, 20:38

Shall we leave that discussion to the other locked topic please ladies before i have to indulge myself ;)
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

User avatar
Serial Kicked
Posts: 3493
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Sat, 31. Jul 10, 20:55

That's basically what i was going to say.


@Tasolth:

Thanks for this method. I'll include it in the first post. Once i've tried it with my script, just in case :)
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

AjaxDude
Posts: 379
Joined: Sun, 30. Mar 08, 21:07
x3tc

Post by AjaxDude » Sat, 31. Jul 10, 21:40

Can you convert this into a spk. format? I don't know what to do with the XML files.
How can one player flying one ship defeat a big gang of pirates?

Good flying, or reinforcements. Lots of reinforcements.

xfir01
Posts: 433
Joined: Sun, 13. May 07, 17:28
x3tc

Post by xfir01 » Sat, 31. Jul 10, 22:10

@ ajax
==================
Fresh Installation
==================

1. Unzip in your X3 TC installation folder
2. Launch X3
3. If not already done, activate the script editor (change the name of the player to 'Thereshallbewings')
4. Save & Reload your game
5. Done !
usually the default directory is c:\program files\egosoft\terran conflict\ or something similar.

Steam users: (from tutorial thread here)

Code: Select all

c:\program files\steam\steamapps\common\x3 terran conflict (default)

Scripts in c:\program files\steam\steamapps\common\x3 terran conflict\scripts

Text files in c:\program files\steam\steamapps\common\x3 terran conflict\t

Mods .cat and .dat files go into Steam\SteamApps\common\x3 terran conflict\mods

User avatar
Serial Kicked
Posts: 3493
Joined: Fri, 12. Aug 05, 20:46
x3tc

Post by Serial Kicked » Sun, 1. Aug 10, 00:33

The early 1.00 was a bit rushed for obvious reasons. This 1.01 is now compatible with Complex Cleaner as long as you follow the steps explained in the first post.

Thanks again to Tasolth for this workaround.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station

Tasolth
Posts: 80
Joined: Mon, 20. Oct 08, 21:49

Post by Tasolth » Sun, 1. Aug 10, 05:01

NP. Glad I can share it with everyone.

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”