[SCRIPT] Bounty Hunters Guild V2.80 : Updated 24/07/2007

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Cycrow
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[SCRIPT] Bounty Hunters Guild V2.80 : Updated 24/07/2007

Post by Cycrow » Mon, 31. Oct 05, 01:22

Current Version: V2.80
Updated: 24/07/2007

Join the bounty hunters guild and become a bounty hunter and make money from killing the universes bounties

===========================================
:arrow: Main Website : Mirror Website (Includes Guide):
:idea: Requires Plugin Manager to install
:idea: Requires EMP
===========================================

View the main website for help guides and information on using the script.

Latest Changes:

V2.80
  • Improved Pilot Name Assigment
  • Fixed NULL race error
  • Fixed removing of captured bounty ships
  • Added script for automatic joining the join (for custom starts)
===========================================

Thanks goes to everyone whos helped test and improve this script, either with ideas, or just simple playing :)
and thanks to Anti-Hero for rewording everything for me, much appriciated

===========================================

1. Overview

This plugin basically adds bounties throughtout the galaxy, during the game, new ships will be
created at stations and fly around the surround sectors and will allow the player to claim the bounties on them.
Bounties will expire after a certain time and new ones will eventually be created.

2. Bounty Hunters Guild

To receive the bounties, you must first be a member of the bounty hunters guild. To join the guild you need to look on the BBS in bounty hunters guild headquaters,
where the guild will sometimes offer you to join for a one time fee. Accepting this will join the guild and give you access to the bounty
lists.

3. Bounty Lists:

Once your a member of the guild, you can get details about the available bounties throught the universe. The bounty information is found
on the BBS where it will detail the bounty including the ship they are flying and the sector you can start your search.

There will be an option on the list to upload the bounty information to you personal logbook so you can view it again later.

4. Tracking Information

Tracking information can be purcahsed from the bounty display on the BBS, it will cost you 10'000 credits to upload the data to you ships computer.
This will highlight the bounties on the ship list in sectors. It will also add the bounty to the tracking command.
The tracking command is available in the ships additional command slots, and will display the sector, or station the ship is currently in.

5. Finding Bounties

To find the bounty ships, you will have to search the home sector given from the list and all the surrounding sectors, the ships
will travel upto 1 jump away from thier home sector, so for kingdom end, they could be in kingdom end, rolks drift, or threeworlds.
The bounties wont appear hostile to you, so you will have to kill or capture them and hope they are the right ships.

6. Claiming Bounties

If you force the pilot to eject, you have to scoop up the astronaught into your cargo hold and capture them.
once you have killed or captured the bounties, you need to return back to a guild station to claim them.
There is a command available in the ships aditional command slot to claim bounties, this will only appear if you docked at the guild station

7. NPC Bounty Hunters

Bounty hunters will be spawned throught the universe, these travel around the universe and attack the bounties as well.

8. AL Options

Spawn Bounties: This option will create the bounties for you to hunt, disabling this will remove any existing bounties from the game.
Spawn NPC Hunters: This creates bounty hunters that will compete against you in the universe.
Spawn Stations: This creates stations throughout the universe, disabling this will remove all the current stations, stations are required to join the guild and to claim bounties
LCD Display: This makes use of the Logitech LCD display to display the tracking information on the custom screen, only works if you have the G15 keyboard

9. Additions for new version

These are some ideas that i will like to eventually add to new versions

* Adding bountys on you head for the bounty hunters to try and take you out
* Adding news events into the BBS about ur achivements in the guild
* Adding Super bounties which will be rare and your will receive messages from the guild about them only when you at a high level
* Making bounty hunters buy there own equipment and upgrade thier ships
* Adding support ships for bounty hunters

===========================================

V2.70
* Fixed tracking information for captured ships
* Rewritten bounty control scripts
* Added bounty hutners guild Headquaters
* Joining guild is only avaialble from headquaters
* Added guild promotion LCD display
* Added Tracking Information LCD Display
* Added having to capture astronaughts
* Added claim bounties back at guild stations
* Added sector coordinates to bounty display
* Some bounties will not lose you any notority, but they are random

V2.60
* Added Tracking information
* Added tracking command
* Now uses shared view guild status
* Reduced pricing for joining the guild
* Reduced chance of guild applications showing up
* Changed pricing to more random
* Improved control of bounties
* Some minor bug fixes
* Removes ships when disabling option in AL settings

V2.52
* Added notority increase for bounties

V2.51
* Fixed showing of negative times
* Reloading of all bounty ships
* Improved bounty ship control
* Fixed loadout for bounty protection ships

V2.50
* Added uploading bounties to logbook
* Added expire time of bounties on the BBS
* Added bounty hunters that now hunt the bounties as well as you
* Added yaki ships for some yaki bounties
* Increased number of bounty hunters throughout the universe

V2.40
* Added M6 bounties at higher levels in the guild
* Increaed maximum level in the guild
* Varied support ships
* Removed guild options from ships command
* Added viewing guild status in ship command
* Increased number of bounties throught the universe

V2.33
* BBS enties re-worded
* Fixed Yaki staying in stations
* Added joining guild on the BBS
* Fixed showing of player bounties when capturing ships

V2.32
* Added bounties to display on the BBS

V2.31
* Removed race logic control from bounty ships
* Improved removal of bounties after expired time
* Improved moving of bounty ships
* Fixed bounties staying in stations
* Fixed unknown ojbect for yaki pilots
* Added introduction help message when first loading

V2.30
* Fixed displaying of null sector in bounty list
* Improved bounty spawning
* Fixed lack of yaki/goner/pirate bounties
* Added NPC bounty hunters traveling throught the universe
* Fixed display of 5 bounties, showing all 5 instead of just 4

V2.20
* Added template system for more varied bounty replies
* Added bigger bounties for same race, ie Argon bounty for an Argon pilot
* Increased bounty expire time
* Removed home base assigning

V2.10
* Fixed showing of Seriel numbers when displaying bounties
* Added Yaki and Goner bounties
* Added bounties from pirates at pirate bases

V2.00
* Changed bounty listing so each bounty has a whole message per bounty.
* Added Bounty Hunters Guild which you have to join
* Removed the use of the Bounty Hunters List Computer
* Added Experience and levels for your status within the bounty hunters guild
* Ship levels and bounties incrase as your level does
* Removed automatically listing when first docked

v1.10
* Added ship variants, hauler, vanguard, etc
* Improved weapons loadout for ships
* Added fighter drones to some bounty ships for extra protection
* Changed price of bounty hunter list computer to 1.8million instead of 6million

V1.01
* Fixed null sector spawning of bounty ships
* Fixed removal of bounty ships after set time
* Fixed bounty ships staying in station

===========================================

If anyone finds any bugs or has any ideas on how to improve it, please let me know :)
Last edited by Cycrow on Tue, 11. Mar 08, 12:10, edited 34 times in total.

StormSinger
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Post by StormSinger » Mon, 31. Oct 05, 05:56

Things like this don't make waiting to get the game any easier :cry:

I'll be trying this out as soon as I'm able.

marc5477
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x2

Post by marc5477 » Mon, 31. Oct 05, 13:18

Any chance of seeing a x2 equivalent of this? I searched everywhere for one till I had to make something crude myself. My script just gives bounties on any Pirate, Xenon, or Khaak kill since I cant really make anything more complex yet. I would love to have it on x2 ;-)

Cycrow
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Post by Cycrow » Mon, 31. Oct 05, 15:57

i actually originally made it for x2, so when i get home tonite, ill make the old x2 version available

marc5477
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Post by marc5477 » Tue, 1. Nov 05, 01:19

That would be great. Thank you for taking the time out for us x2 gamers.

Cycrow
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Post by Cycrow » Tue, 1. Nov 05, 02:14

ok on the same site there should be bh-x2.rar for the x2 version
might be missing a few of the features but most of it is there

Baleur
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Post by Baleur » Tue, 1. Nov 05, 02:34

Niice :) We can be bounty hunters as well! :)
Does this affect your standing?? I mean, when you wrote that we gotta hope that we found the right target, and then shoot him.. If that ship we just shot was the right target and we got the bounty, will killing it affect our standings and/or will the local police care?
Or is every bounty ship just like a completely neutral ship to everyone?
Or do we have to wait til it's flown away from the rest of the ships in order to kill it in secret? :twisted:
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Cycrow
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Post by Cycrow » Tue, 1. Nov 05, 02:48

yes it will effect ur standing as most of the time when u take on a bounty from one race, its to kill someone from another race

so if u take on an argon bounty to kill a splitt pilot, u will of course lose a standing with split

the bounties arn't counted as enemies to thier own race

as far as effecting the police, that will depend on how bad ur standing is with them, if its not too bad, u can kill them without too much trouble, but if its already quite bad it could tip u over the edge and get the police hunting u down :P

currently when taking on a bounty for someone of the same race you will also lose standing, however, i will be changing this in a newer version

Baleur
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Post by Baleur » Tue, 1. Nov 05, 02:51

wow fast reply :P
Okay thanks, makes it clear now =D
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case480428
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Post by case480428 » Fri, 4. Nov 05, 07:13

I've been playing this for a while and I've got 2 cents to throw in. :roll:

Really awesome script, it's a great addition to X3 but we need some way to capture our targets if they're docked at a station.

I mean, i went through the trouble of finding my prey docked at an equipment port. I flew over to it, stopped, hit the seta at 10x and a full cigarette later he still hadn't left.

I hit it again and left the room, made some coffee, chatted with the girlie and when I came back he still hadn't left. :evil:

Now i was thinking this is probably some bug in his AI but wouldn't it be cooler if we could ensure a capture by finding your prey docked at a station? Definately harder than spotting their ship in space and it makes sense. I mean this fellow was DEFINATELY hiding.

Everyones Antihero
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Post by Everyones Antihero » Fri, 4. Nov 05, 10:07

Sorry for being terribly thick. But ive loaded the script into x3 and i see the various files listed. Do i have to activate all those scripts one at a time or is there a single script to activate?
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SieurNewT
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Post by SieurNewT » Fri, 4. Nov 05, 12:08

By the way, the price of the Bounty system will ask you severals hours and maybe days of game if you do the "plot" version :)

Maybe should add some event linked to communication like "Girl, leave this dock and come to fight" :roll:
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Cycrow
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Post by Cycrow » Fri, 4. Nov 05, 14:06

case480428 wrote:I've been playing this for a while and I've got 2 cents to throw in. :roll:

Really awesome script, it's a great addition to X3 but we need some way to capture our targets if they're docked at a station.

I mean, i went through the trouble of finding my prey docked at an equipment port. I flew over to it, stopped, hit the seta at 10x and a full cigarette later he still hadn't left.

I hit it again and left the room, made some coffee, chatted with the girlie and when I came back he still hadn't left. :evil:

Now i was thinking this is probably some bug in his AI but wouldn't it be cooler if we could ensure a capture by finding your prey docked at a station? Definately harder than spotting their ship in space and it makes sense. I mean this fellow was DEFINATELY hiding.
Sounds like a bug, i will have to look into it
basically what they do, is fly to a station stay there for a short time and fly to another one
but sometimes it seems they get stuck at there current station
i will look into it and try make it so they alays leave the station
Everyones Antihero wrote: Sorry for being terribly thick. But ive loaded the script into x3 and i see the various files listed. Do i have to activate all those scripts one at a time or is there a single script to activate?
No the script should automatically activate without you having to run any of the script files
as long as the script editor is on
i've seen problems where it doesn't load the script files when u first activate the editor, but if u save the game after and reload, then all the script files should be automatically loaded

Everyones Antihero
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Post by Everyones Antihero » Fri, 4. Nov 05, 14:32

right ill give it a go.

:D
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Everyones Antihero
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Post by Everyones Antihero » Fri, 4. Nov 05, 17:46

right it dont seem to be working.

1) i put the unzipped files in their respective scripts and t's folders in the main x3 diectory.

i play the game

i acess to see if files are listed, yup

i activate the main plugin script using r key

saves game, reloads.

flies around. and diddly squat.

help?
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My website, click gallery for art:
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