AS.Scripts (23/04/2005 13:27)
Posted: Fri, 20. Aug 04, 19:22
This is my scripts for different purposes, enjoy
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(23/04/2005 13:27)
- New version of script: AS.Antymissiles v1.01
(15/04/2005 00:48)
- New script: AS.Antymissiles v1.00
(06/09/2004 20:46)
- New version of script AS.BuyRareGoods v1.02 - fixed bug which could hang game
(04/09/2004 23:44)
- New version of script AS.Complex v1.03 - fixed bug which could hang game
(01/09/2004 22:39)
- New version of script AS.Complex v1.02
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Compatible with:
Massive War Mod 1.8
Xai Corp Advanced Combat Project 1.58
Xai Corp Automining 2.0
Xai Corp Fleet Support Ship Software 1.2
Xai Corp Jumpdrive Commands 4.1
Xai Corp Personal Alarm Clock 1.0
Xai Corp Trade Command Software MK1 v1.1a(fixed)
Xai Corp Xtc2 v1.0
Marks Patrol And Formation Commands 4.1.6
Fight command Software mk3 v1.2
zz Adv Salesman v1.1
SEWDatalink
KriMe SDS Command v02-fixed
IFS Trade Commands V2.1
Official scripts (signed by Egosoft).
-------------------------------------------------------------------------------------
Available on: http://adam00x2.webpark.pl (polish language only but direct link to files is given) and http://www.x2source.com
AS.Antymissiles v1.01
http://adam00x2.webpark.pl/as.antymissiles_v101.zip
X2Scripts/Combat
This command protect ship against incomming missiles using antymissiles, precisely: Mosquito Missiles. To operate command need presence of this missiles in ship cargo, but it doesn't need to be active missiles. If you are out of Mosquito Missiles in ship driven by you, you will hear message "No Missiles" and you will see appropriate text in subtitle area of screen in the bottom (of course if you didn't turn off subtitles).
Script make decision if comming missile is real threat taking into account type of missile and current shields.
This script is capable of restarting itself after upgrade, you don't need to do it manualy.
History:
Version 1.01:
- different licence levels for different ships - for M5 and M4 it is cheaper
Version 1.00:
- first publication
AS.Complex v1.03
http://adam00x2.webpark.pl/as.complex_v103.zip
X2Scripts/Trading
This set of commands can help in organizing factories in many ways:
- loops,
- parallel factories (producing same ware),
- supplying many independent factories,
- active selling from many factories,
- optimising passive selling - balance selling depots,
- collecting production from hi-tech factories with tendency to filling up.
History:
Version 1.03:
- buying commands will work on money-less Complex correctly (sorry )
- fixed bug in selling command which could cause hanging of game
Version 1.02:
- adaptation of improvements in 1.4 version of game (with version 1.3 will work in old way):
-- now this scripts will work with mods adding non standard factories (using resoures unpresent in orginal game)
-- collision detection algoritms use local variables instead of global
- buying commands can use players money when Complex is out of cash
- in all commands is enabled "infinite loop detection", I have never problem with this commands but I have signal that this commands can hang game, if problem appear you will receive message to players log, I will be glad if you will send me detailed info about this error.
AS.BuyRareGoods v1.02
http://adam00x2.webpark.pl/as.buyraregoods_v102.zip
X2Scripts/Trading
With this script your ship can buy for you any ware you don't want to look for, especially: weapons, shields, drones, satellites. No more endless flying from sector to sector and checking equipment stations and actories.
Just give your ship an order, specify ware and wonted amount, and after a while your humble servant will bring goods to you, well, to be exact, to its homebase, or if it has not any, to one of your factories. After that you will receive message describing finished task and station the ship is docking at. If order can not be finished (no enough ware on market), you will receive proper message (with "docked at" station of course), and ship will wait until ware will be available, and then will continue. For jampdrive
ship will buy energy by itself.
History:
Version 1.02:
- fixed bug which could cause hanging of game
- ship now will not get goods from players factories
- adaptation of improvements in 1.4 version of game (with version 1.3 will work in old way) - collision detection algoritms use local variables instead of global
- enabled "infinite loop detection" - just in case if problem appear you will receive message to players log, I will be glad if you will send me detailed info about this error,
AS.Guard v1.11
http://adam00x2.webpark.pl/as.guard_v111.zip
X2Scripts/Combat
With this script you can protect home sector and area of sectors around, area is defined by range of jumps from home sector. Guarding ship don't fly to sectors just to scan them, instead it use navigation satellites and advanced satellites (differ in scan range).
This script is desigend for M6 or M2 ship but could work for fighter too (but there is no wingman commands there, well, I prefer M6 for protection of sectors). With help of docked ship Guard can buy energy for jumpdrive (it can buy energy by itself too if there is no docked ship but on standard map there is only one source of energy for M6), if there is available energy from players SPP or factories this source is prefered and energy is just loaded (without money transfer).
AS.turret.Guard v1.10
http://adam00x2.webpark.pl/as.turret.guard_v110.zip
X2Scripts/Combat
Enhanced version of default Missile Defence command for turrets. Quit fireing when enemy leave his ship. Priority of targets:
1) missiles (abandon lower priority targets when missile came in range)
2) target of ship/player (abandon lower priority targets when object came in range)
3) ship attacking you (if in range)
4) any enemy in range
AS.JumpingTrading v1.05
http://adam00x2.webpark.pl/as.jumpingtrading_v105.zip
X2Scripts/Trading
This is yet another buy/sell commands which use jumpdrive. The first difference is that this one can buy energy for jumps when the ship have more the one-sector jump to destination and no "fuel" left (normaly it get energy from its homebase for way to buyer/seller and back, but sometimes there is no energy available or ship will miss transaction and has to jump to another station). The second difference, the bigger one, is that player ships do not "collide" with each other, when one ship is flying to some station the other will not fly to the same to buy/sell same thing. No more waste runs for crystals, no more messed prices while selling energy
AS.Cashier v1.01
http://adam00x2.webpark.pl/as.cashier_v101.zip
X2Scripts/Trading
Well, this is yet another account menager, but with this script you can configure individually money limits for any number of factories. It is not some script running somewhere in backgroud, it is a cashier, ship which travels from factory to factory and collect/refill money. This ship obviously travels to factories in which it has something to do. I think it should be fast but cheap ship, some M5 will be good. If factories is scattered in distant sectors jumpdrive will be useful, in bigger ship of course, or you can use many ships taking care of different areas. For jumpdrive energy will be taken from your factories. Cashier make statistic of cashflow from last 6 hours.
AS.Maintain.Quantity v1.02
http://adam00x2.webpark.pl/as.maintain. ... y_v102.zip
X2Scripts/Trading
Well, this is yet another maintain quantity command, it is enhanced version of tutorial script published on this page:
http://www.egosoft.com/x2/forum/viewtopic.php?t=21585
I hope the Reven don't mind that I published something based on his work, but however my enhancement are simple I think what it is worth sharing with others.
Lets go to the point, this pair of scripts can maintain quantity of any ware in station (not only product) or in cargo of big ship which can dock other ships. This scripts do not quit after overflow, so can be used for mass-production stations or storing jump-energy in TLs. Ships with this commands work nicely in cooperation. If ship is outside of its homebase/mother-ship, it fly there and then start its job.
AS.TravelingTrader v1.01
http://adam00x2.webpark.pl/as.travelingtrader_v101.zip
X2Scripts/Trading
This small fix can make "Sector Trader" less pissing off. I was tired of sending my "Sector Trader" to another and another sector just because it can not find in given sector nothing more to trade. With this command you can specify the road on which the trader will travel. But watch out, there are Xenon sectors on map
-------------------------------------------------------------------------------------
(23/04/2005 13:27)
- New version of script: AS.Antymissiles v1.01
(15/04/2005 00:48)
- New script: AS.Antymissiles v1.00
(06/09/2004 20:46)
- New version of script AS.BuyRareGoods v1.02 - fixed bug which could hang game
(04/09/2004 23:44)
- New version of script AS.Complex v1.03 - fixed bug which could hang game
(01/09/2004 22:39)
- New version of script AS.Complex v1.02
-------------------------------------------------------------------------------------
Compatible with:
Massive War Mod 1.8
Xai Corp Advanced Combat Project 1.58
Xai Corp Automining 2.0
Xai Corp Fleet Support Ship Software 1.2
Xai Corp Jumpdrive Commands 4.1
Xai Corp Personal Alarm Clock 1.0
Xai Corp Trade Command Software MK1 v1.1a(fixed)
Xai Corp Xtc2 v1.0
Marks Patrol And Formation Commands 4.1.6
Fight command Software mk3 v1.2
zz Adv Salesman v1.1
SEWDatalink
KriMe SDS Command v02-fixed
IFS Trade Commands V2.1
Official scripts (signed by Egosoft).
-------------------------------------------------------------------------------------
Available on: http://adam00x2.webpark.pl (polish language only but direct link to files is given) and http://www.x2source.com
AS.Antymissiles v1.01
http://adam00x2.webpark.pl/as.antymissiles_v101.zip
X2Scripts/Combat
This command protect ship against incomming missiles using antymissiles, precisely: Mosquito Missiles. To operate command need presence of this missiles in ship cargo, but it doesn't need to be active missiles. If you are out of Mosquito Missiles in ship driven by you, you will hear message "No Missiles" and you will see appropriate text in subtitle area of screen in the bottom (of course if you didn't turn off subtitles).
Script make decision if comming missile is real threat taking into account type of missile and current shields.
This script is capable of restarting itself after upgrade, you don't need to do it manualy.
History:
Version 1.01:
- different licence levels for different ships - for M5 and M4 it is cheaper
Version 1.00:
- first publication
AS.Complex v1.03
http://adam00x2.webpark.pl/as.complex_v103.zip
X2Scripts/Trading
This set of commands can help in organizing factories in many ways:
- loops,
- parallel factories (producing same ware),
- supplying many independent factories,
- active selling from many factories,
- optimising passive selling - balance selling depots,
- collecting production from hi-tech factories with tendency to filling up.
History:
Version 1.03:
- buying commands will work on money-less Complex correctly (sorry )
- fixed bug in selling command which could cause hanging of game
Version 1.02:
- adaptation of improvements in 1.4 version of game (with version 1.3 will work in old way):
-- now this scripts will work with mods adding non standard factories (using resoures unpresent in orginal game)
-- collision detection algoritms use local variables instead of global
- buying commands can use players money when Complex is out of cash
- in all commands is enabled "infinite loop detection", I have never problem with this commands but I have signal that this commands can hang game, if problem appear you will receive message to players log, I will be glad if you will send me detailed info about this error.
AS.BuyRareGoods v1.02
http://adam00x2.webpark.pl/as.buyraregoods_v102.zip
X2Scripts/Trading
With this script your ship can buy for you any ware you don't want to look for, especially: weapons, shields, drones, satellites. No more endless flying from sector to sector and checking equipment stations and actories.
Just give your ship an order, specify ware and wonted amount, and after a while your humble servant will bring goods to you, well, to be exact, to its homebase, or if it has not any, to one of your factories. After that you will receive message describing finished task and station the ship is docking at. If order can not be finished (no enough ware on market), you will receive proper message (with "docked at" station of course), and ship will wait until ware will be available, and then will continue. For jampdrive
ship will buy energy by itself.
History:
Version 1.02:
- fixed bug which could cause hanging of game
- ship now will not get goods from players factories
- adaptation of improvements in 1.4 version of game (with version 1.3 will work in old way) - collision detection algoritms use local variables instead of global
- enabled "infinite loop detection" - just in case if problem appear you will receive message to players log, I will be glad if you will send me detailed info about this error,
AS.Guard v1.11
http://adam00x2.webpark.pl/as.guard_v111.zip
X2Scripts/Combat
With this script you can protect home sector and area of sectors around, area is defined by range of jumps from home sector. Guarding ship don't fly to sectors just to scan them, instead it use navigation satellites and advanced satellites (differ in scan range).
This script is desigend for M6 or M2 ship but could work for fighter too (but there is no wingman commands there, well, I prefer M6 for protection of sectors). With help of docked ship Guard can buy energy for jumpdrive (it can buy energy by itself too if there is no docked ship but on standard map there is only one source of energy for M6), if there is available energy from players SPP or factories this source is prefered and energy is just loaded (without money transfer).
AS.turret.Guard v1.10
http://adam00x2.webpark.pl/as.turret.guard_v110.zip
X2Scripts/Combat
Enhanced version of default Missile Defence command for turrets. Quit fireing when enemy leave his ship. Priority of targets:
1) missiles (abandon lower priority targets when missile came in range)
2) target of ship/player (abandon lower priority targets when object came in range)
3) ship attacking you (if in range)
4) any enemy in range
AS.JumpingTrading v1.05
http://adam00x2.webpark.pl/as.jumpingtrading_v105.zip
X2Scripts/Trading
This is yet another buy/sell commands which use jumpdrive. The first difference is that this one can buy energy for jumps when the ship have more the one-sector jump to destination and no "fuel" left (normaly it get energy from its homebase for way to buyer/seller and back, but sometimes there is no energy available or ship will miss transaction and has to jump to another station). The second difference, the bigger one, is that player ships do not "collide" with each other, when one ship is flying to some station the other will not fly to the same to buy/sell same thing. No more waste runs for crystals, no more messed prices while selling energy
AS.Cashier v1.01
http://adam00x2.webpark.pl/as.cashier_v101.zip
X2Scripts/Trading
Well, this is yet another account menager, but with this script you can configure individually money limits for any number of factories. It is not some script running somewhere in backgroud, it is a cashier, ship which travels from factory to factory and collect/refill money. This ship obviously travels to factories in which it has something to do. I think it should be fast but cheap ship, some M5 will be good. If factories is scattered in distant sectors jumpdrive will be useful, in bigger ship of course, or you can use many ships taking care of different areas. For jumpdrive energy will be taken from your factories. Cashier make statistic of cashflow from last 6 hours.
AS.Maintain.Quantity v1.02
http://adam00x2.webpark.pl/as.maintain. ... y_v102.zip
X2Scripts/Trading
Well, this is yet another maintain quantity command, it is enhanced version of tutorial script published on this page:
http://www.egosoft.com/x2/forum/viewtopic.php?t=21585
I hope the Reven don't mind that I published something based on his work, but however my enhancement are simple I think what it is worth sharing with others.
Lets go to the point, this pair of scripts can maintain quantity of any ware in station (not only product) or in cargo of big ship which can dock other ships. This scripts do not quit after overflow, so can be used for mass-production stations or storing jump-energy in TLs. Ships with this commands work nicely in cooperation. If ship is outside of its homebase/mother-ship, it fly there and then start its job.
AS.TravelingTrader v1.01
http://adam00x2.webpark.pl/as.travelingtrader_v101.zip
X2Scripts/Trading
This small fix can make "Sector Trader" less pissing off. I was tired of sending my "Sector Trader" to another and another sector just because it can not find in given sector nothing more to trade. With this command you can specify the road on which the trader will travel. But watch out, there are Xenon sectors on map