[Script] Endless Adventures - Random Asteroid Belts
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[Script] Endless Adventures - Random Asteroid Belts
Update 1.2!
Dec. 10th, 2006
-Added Pirate Hideouts to some asteroid fields(beware, they're armed!)
-Asteroids will most likely appear in sectors that already contain asteroids(realism boost)
Want to take your ships out for a voyage into deep space to seek out new resources? Now there's a reason to own Video Enhancement Goggles and a Triplex Scanner!
Most sectors will have at least one additional asteroid field far outside the trade grid(between 100km and 400km), there may be more though. They are modest in size to minimize FPS penalty, most of the asteroids are low-yield Ore or Silicon, though a few juicy ones can be found, and there's even a rare chance to find some NVidium!
Some will have a nearby nebula, which may make them easier to spot. Feel free to mobile mine the low-yield 'roids or build isolated factory loops, it's up to you! Beware though, some will already be claimed by Pirates!
Get it here:
http://www.ihud.com/file.php?file=files ... eroids.zip
I highly recommend trying this with milling_hordesman's Hyperbolic Space Drive, which will cut down on flight time for your ships going to and from these distant objects:
MH_AdvJumper v1.72
Dec. 10th, 2006
-Added Pirate Hideouts to some asteroid fields(beware, they're armed!)
-Asteroids will most likely appear in sectors that already contain asteroids(realism boost)
Want to take your ships out for a voyage into deep space to seek out new resources? Now there's a reason to own Video Enhancement Goggles and a Triplex Scanner!
Most sectors will have at least one additional asteroid field far outside the trade grid(between 100km and 400km), there may be more though. They are modest in size to minimize FPS penalty, most of the asteroids are low-yield Ore or Silicon, though a few juicy ones can be found, and there's even a rare chance to find some NVidium!
Some will have a nearby nebula, which may make them easier to spot. Feel free to mobile mine the low-yield 'roids or build isolated factory loops, it's up to you! Beware though, some will already be claimed by Pirates!
Get it here:
http://www.ihud.com/file.php?file=files ... eroids.zip
I highly recommend trying this with milling_hordesman's Hyperbolic Space Drive, which will cut down on flight time for your ships going to and from these distant objects:
MH_AdvJumper v1.72
Last edited by Shanjaq on Mon, 11. Dec 06, 04:26, edited 11 times in total.
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Just scroll down the sector map object list for the asteroid, and hit T, and your target recticle will point you in the right direction.
And if you zoom in by one, the map will jump to the position, allowing you do to anything else you need. In example, using an MH AdvJumper command like Hyperdrive or Freejump.
Can The Man tell us how this script works?
And if you zoom in by one, the map will jump to the position, allowing you do to anything else you need. In example, using an MH AdvJumper command like Hyperdrive or Freejump.
Can The Man tell us how this script works?
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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Yeah, I could do that but it's more interesting this way, like mapping out your own discoveries in unexplored territory 
Well, the scripts are quite straightforward. One script handles the actual creation of an asteroid field, another script(the Setup script) loops through all the sectors and selects positions to execute the spawner script.
The spawner script has 3 parameters: Position, Density and Size(length, width and height are randomized and contained in an array) It creates the "petty" asteroids of low yield(1-12) first, then a percentage of them are spawned as "juicy"(25-72). After that, the "special" features are spawned within the same range, these add atmosphere and make the asteroid fields seem more expansive. Then a coin is tossed to decide if there should be any NVidium 'roids, maximum of 2 may exist. The huge asteroids with tunnels in them are generally avoided, but there is a chance one may spawn with high yield(32-96). About the same chances of there being a nebula.

Well, the scripts are quite straightforward. One script handles the actual creation of an asteroid field, another script(the Setup script) loops through all the sectors and selects positions to execute the spawner script.
The spawner script has 3 parameters: Position, Density and Size(length, width and height are randomized and contained in an array) It creates the "petty" asteroids of low yield(1-12) first, then a percentage of them are spawned as "juicy"(25-72). After that, the "special" features are spawned within the same range, these add atmosphere and make the asteroid fields seem more expansive. Then a coin is tossed to decide if there should be any NVidium 'roids, maximum of 2 may exist. The huge asteroids with tunnels in them are generally avoided, but there is a chance one may spawn with high yield(32-96). About the same chances of there being a nebula.
Last edited by Shanjaq on Wed, 24. Aug 05, 19:20, edited 1 time in total.
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I'm pretty sure that setup.* and init.* are run each time the game is loaded.
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You might have to use Global variables, thats what I had to do for my "mnyFORfct" script. (I made the script to give me 900,000 at the start of the game, but because it loaded each time it kept getting 900,000 each time I loaded my save game, NOT. KOOL.)
Just do something like:
Just do something like:
Code: Select all
001 $glbvar = get global variable: name='mnyFORfct'
002 if $glbvar != 1337
003 set global variable: name='mnyFORfct' value=1337
...
10,000 Lightyears of awesomeness
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Up for a challenge now?
This script has one use only, add a depth element to the Xverse.
The script is simple, but complex. (Isn't that an oxymoron?)
Design a script that brings NPC shipyards to life.
NPC SYs must spawn TS craft (up to four per yard) and send them out to gether any and all legal supplies continuously. What does this do? Act as a mere sinkhole for high end goods while consuming low end goods.
Just have the TS spawn, run out and collect a random ware, return to base, and unspawn. Repeat cycle.
After all, shipyards are supposed to devour resources... but I see less traffic from them than anything else...
This script has one use only, add a depth element to the Xverse.
The script is simple, but complex. (Isn't that an oxymoron?)
Design a script that brings NPC shipyards to life.
NPC SYs must spawn TS craft (up to four per yard) and send them out to gether any and all legal supplies continuously. What does this do? Act as a mere sinkhole for high end goods while consuming low end goods.
Just have the TS spawn, run out and collect a random ware, return to base, and unspawn. Repeat cycle.
After all, shipyards are supposed to devour resources... but I see less traffic from them than anything else...
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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Pretty much.
There is a trick to doing it.
You can have only one primary resource, and all the secondaries you want.
My shortcut was to use a split gamma PPC forge, setting the product to Ecells, the primary to NVidium. Then setting the secondary to whatever I want. The PPC forge, because of the number of materials it holds.
There is a trick to doing it.
You can have only one primary resource, and all the secondaries you want.
My shortcut was to use a split gamma PPC forge, setting the product to Ecells, the primary to NVidium. Then setting the secondary to whatever I want. The PPC forge, because of the number of materials it holds.
Get some Space Music:
https://samuraipenguinstudios.bandcamp.com/
https://samuraipenguinstudios.bandcamp.com/
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