[TC/AP][SCRIPT] Missile Transformer [v1 - 18/02/2013]

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Juggernaut93
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[TC/AP][SCRIPT] Missile Transformer [v1 - 18/02/2013]

Post by Juggernaut93 » Mon, 18. Feb 13, 14:45

Missile Transformer

Image Italian topic

The Missile Transformer is a script which allows you to convert a missile into another, paying the required amount of Energy Cells and Crystals, that is proportional to the price difference between the two missile types. You can find the command in the Additional Ship Commands of your ships (the Special Command Software MK1 is required). Select the missile type to convert, the destination missile type and the amount; then the conversion process will start and will take some time (depending on the price difference between the two missiles). The script will inform you when the conversion is completed. If, for any reason, some of the required resources or the cargo bay space will miss, the conversion process will be interrupted and the script will inform you about the problem.

Download link:
  • Zip version: Image
  • Spk version: Image
FOR FURTHER INFORMATION OPEN THE README INCLUDED IN THE DOWNLOAD

Code: Select all

Change log:

v0 (Beta 1 -> Beta 12) - 13/02/2013 -> 16/02/2013
- Beta 1
  - Initial version
- Beta 2
  - Ore replaced with Teladianium
  - Fixed an error in calculating the amount of missing resources
- Beta 3
  - Fixed the bug of the command disappearing when reloading the game
- Beta 4
  - Conversion time modified. Now it depends on the price difference between the two missile types
  - Minor changes to the script
- Beta 5
  - Fixed several bugs introduced with Beta 4
  - The script now calculates the maximum amount of convertible missiles basing on free cargo bay space, resources and missiles present on the ship
- Beta 6
  - Fixed the bug of the negative amount of convertible missiles
  - Added a check on missile size (some missiles are of transport class L and so cannot be transported by some ships)
- Beta 7
  - Fixed the bug that impeded the correct working of the script on ships other than the player ship
  - Fixed the bug of missiles appearing in the menu even if not present on the ship
- Beta 8
  - Fixed a bug in calculating the necessary cargo bay space for the conversion
- Beta 9
  - Now the cost per unit is shown in the menu
  - Added a subtitle when there aren't sufficient resources to convert at least one missile
- Beta 10
  - Separed the error messaged for insufficient cargo bay space and insufficient resources
  - Now resources are consumed gradually
  - If during the conversion process, for any reason, the missiles to convert are no longer present in the ship, the process will now be interrupted automatically, avoiding wasting resources
- Beta 11
  - Command moved to Additional Ship Command section to allow the ship to execute other commands during the conversion process
- Beta 12
  - Teladianium replaced with Crystals. The medium price for script activation is the same, but a minor amount of resources is required and so less cargo bay space
  - Fixed minor bugs

v1 - 18/02/2013
- Added info messages when the script is run on other ships (ie. not the player ship)
- Fixed a minor bug when pressing Esc key in the script menu
- Added cargo bay space check also during script execution
- Correction of some texts
- Minor bug fixes

_______________
Used resources:

T-files: 9307
Text pages: 9307
Command used: COMMAND_TYPE_SHIP_41
Last edited by Juggernaut93 on Tue, 20. Aug 13, 21:34, edited 1 time in total.

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stonygate
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Post by stonygate » Mon, 18. Feb 13, 15:27

:D
Work GOOD
:lol:
My ship is http://adf.ly/Yuv03 and run with:
Missile Transformer: http://adf.ly/YpxtH
Claim software: http://adf.ly/YpxqQ
Smart Turrets: http://adf.ly/Ypxn0
Marine repair: http://adf.ly/YpxjA
Ship Hijacker: http://adf.ly/Ypxfd

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Juggernaut93
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Joined: Sun, 17. Jul 11, 21:03
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Post by Juggernaut93 » Mon, 18. Feb 13, 15:47

stonygate wrote::D
Work GOOD
:lol:
Thanks 8) :D

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Joubarbe
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xr

Post by Joubarbe » Thu, 12. Dec 13, 20:08

Great mod, a bit unrealistic, but one of the best solution to speed things up. An ideal solution, for me, would be to have to dock to a station and pass commands here, in the same way you would go to a garage. And the conversion would take longer, just to force you to leave and return pick up your new missiles :)

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Juggernaut93
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Joined: Sun, 17. Jul 11, 21:03
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Post by Juggernaut93 » Fri, 13. Dec 13, 12:51

Joubarbe wrote:Great mod, a bit unrealistic, but one of the best solution to speed things up. An ideal solution, for me, would be to have to dock to a station and pass commands here, in the same way you would go to a garage. And the conversion would take longer, just to force you to leave and return pick up your new missiles :)
This script was made after a request made from a forum user, so I made it following his willings. :)

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