[Script] SatelliteDeploy v1.12 (18/01/2006)

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EidolonsFury
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Post by EidolonsFury » Mon, 27. Mar 06, 20:00

can you put the spk on the mirror too, your primary server is down
You may want to pose that question to whoever is hosting the mirror, as I haven't seen a post by Bhruic in a couple of months. My guess is, he's taking a bit of a break.
Quick Question - is this ran through script editor?
If you meant, do you need to enable the script editor... then yes, it must be enabled for scripts to run in the game. If you meant, do you manually have to run it from within the script editor... then no, it'll be in the command options for the ships. Go into the command console for the ship, I believe it's under "special" and there should be options for deploying Nav Satellites or Adv Nav Satellites. Choose the one you wish the ship to perform, and then follow the various options it asks you following your selection, and then off the ship should go to buy and deploy satellites.
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality." - Albert Einstein (1879 - 1955)

Bhruic
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Post by Bhruic » Tue, 28. Mar 06, 03:02

Sadly I'm taking a "I can't play DVDs with Starforce installed, so can't really afford to have it installed on my system - hence no X3" break.

Hopefully they'll be able to release a no-cd patch at some point. Until then, I won't be able to do any more X3 scripting.

Bh

Jakesnake5
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Post by Jakesnake5 » Tue, 28. Mar 06, 03:16

Buy a cheap DVD player like a normal geek. :D

EidolonsFury
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Post by EidolonsFury » Tue, 28. Mar 06, 05:06

Sorry to hear of your woes, but I understand the situation. It's always rough when something unexpected makes you choose one thing or another. It is good to at least know you're still around, even if you're not playing or scripting at the moment.
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality." - Albert Einstein (1879 - 1955)

Baenrae
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Post by Baenrae » Fri, 14. Jul 06, 07:56

Hello Bhruic !

Nice Script ! I will Downoad and test it later. Once Thing that came to my mind when I read the description:

A third option could proof usefull: deploying satellites above each gate (and in addition in the center of the sector)!

Is there a chance you can do that? PLEASE :D

MfG Gromph
Nutze: WVH, opt Zielerfassung, HVT, Waffenkontrolle, Scoutspezialsoftware, Ausrüstungspacks, FCC, SGS, GMUS, Lazerzaun, Kampfsotware MK3 & GAIUS, Sektormutter, MARS, SOS MK2, Goner Secrets, WLS, BIER, Escort, Apricot PHQ, X534-Mission, Raketenkreuzer und Spielereingreiftruppe. Danke allen Scriptern und Übersetzern!

DanishEagle
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Post by DanishEagle » Tue, 8. Aug 06, 10:26

It's pretty long time since this topic has been active, which is understandable with Bhruic's DVD issues.

However, i'm having a small issue with this script i think any scripter will be able to help with.

The script keeps sending me messages that all sectors have Sattelites and the deployer is going into standby, and is checking again later. It sends me this message every time it checks if any sat's is needed, and they are swamping my logbook, so i often have to scroll down to find important messages regarding missions i'm currently doing (how many crystals do you say you wanted mr. Thallamincksolid?).

They aren't coming as "Incomming Message", but just addet to the logbook, and i would rather not have any message when everything is fine and the deployer is just doing it's job. I only want to know about it when something is wrong.

I am no scripter or modder, but i think i have found where the script sends the massage.

And now to the question:
Can i just delete line 069, 070, 071 and leave them blank, or should i add a "display it=[FALSE]" somewhere? I hope someone can help me, and that Bhruic dosn't mind if he's still around, because these logbook entries is driving me nuts.

Code: Select all

062   * No friendly sector found
063     else if $error == 109
064      $message = sprintf: pageid=$page.id textid=$error, [THIS], null, null, null, null
065      write to player logbook $message
066 @    = wait 600000 ms
067      continue
068   * No valid sectors needing satellite(s) found
069     else if $error == 110
070      $message = sprintf: pageid=$page.id textid=$error, [THIS], $ware, null, null, null
071      write to player logbook $message
072 @    = wait 600000 ms
073      continue
074   * No satellite(s) at station
075     else if $error == 111
076      continue
077   * Can't afford to pay for service
078     else if $error == 112
079      $player.money = get player money
080      $message = sprintf: pageid=$page.id textid=$error, [THIS], $ware, $player.money, null, null
081      send incoming message $message to player: display it=[FALSE]
082 @    = wait 600000 ms
083     end
084    end
085 @  = wait 100 ms
086   end
087   return null
Proud associate of SAS
I want Susie found. Then hung from a tree, shot and gutted, together with her purple dinosaur.
(yup, i played that game too)

fud
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Post by fud » Tue, 8. Aug 06, 14:49

You could just comment out the 071 line. That'd prevent it from being written to your log book. ("." [period])

DanishEagle
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Post by DanishEagle » Tue, 8. Aug 06, 15:51

fud wrote:You could just comment out the 071 line. That'd prevent it from being written to your log book. ("." [period])
Thanks a million :thumb_up:

Now it says:

Code: Select all

071      write to player logbook "..." 
in the script and it appears to be working. Now i just hope the script isn't broke, but i can just shoot down one of my sats, and see if it gets replaced to test it :twisted:
Proud associate of SAS
I want Susie found. Then hung from a tree, shot and gutted, together with her purple dinosaur.
(yup, i played that game too)

fud
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Post by fud » Tue, 8. Aug 06, 15:54

Well, if you used the "." key on the line to comment it out, it should look like:

Code: Select all

071     * write to player logbook "..." 

DanishEagle
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Post by DanishEagle » Tue, 8. Aug 06, 16:42

I was just coming back here to ask what i did wrong, cause it didn't work afterall, but i can see where i went wrong after your last post, so thanks again.
Proud associate of SAS
I want Susie found. Then hung from a tree, shot and gutted, together with her purple dinosaur.
(yup, i played that game too)

Criminal_Colt
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Post by Criminal_Colt » Fri, 6. Oct 06, 12:37

Well this script is certainly a good effort but I think you forgot one thing. Shouldn't the ships refrain from entering hostile sectors/sectors with hostiles present?

First thing I did when I got this script was equip 4 Argon Discos with 20 satalites and send them out to do their stuff. 1 hour later I check my message log and find they have all been destroyed in various sectors.

That makes for a huge loss in terms of the cost of the discos+sats+lack of sats deployed.

Overall without the ability to avoid dangerous sectors this script seems rather useless which is a real shame.

Gandalf88
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Post by Gandalf88 » Sun, 8. Oct 06, 20:33

fud wrote:Well, if you used the "." key on the line to comment it out, it should look like:

Code: Select all

071     * write to player logbook "..." 
How do you put this variable
"..."

Saint-Ashley
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Post by Saint-Ashley » Mon, 9. Oct 06, 07:24

Gandalf88 wrote:
fud wrote:Well, if you used the "." key on the line to comment it out, it should look like:

Code: Select all

071     * write to player logbook "..." 
How do you put this variable
"..."
Thats not a variable... Hes just saying what ever follows that on that same line is also included in the comment after its commented out. :wink:

Gandalf88
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Post by Gandalf88 » Mon, 9. Oct 06, 22:25

Thanks Ashley :)

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dragonsblade71uk
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Post by dragonsblade71uk » Thu, 12. Oct 06, 01:04

Is it possible to make this script compatible with the satalite limited Mk3 trader?
As it is the name of the satalite generated by the script, means that I have to manually reanme all the deployed sats to allow the limited script to activate.

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Litcube
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Post by Litcube » Tue, 24. Oct 06, 03:36

Hello, Bhruic! Why is it I see you wherever I go? And why are you always first to show up? I use several of your mods from other games you've written. You get around, man.

To business:

I was wondering today why my game seems to hiccup at the "tick" of the game (every 4 seconds or so). So I started closing down my ship orders one by one to see which one was the culprit.

With this script enabled, my CPU is running at 8%. With this script not enabled (but with 2 complexes, 15 UTs, and 10 other orders running) my CPU hovers at 1%-2%.

Something's up, here. Thought you might be curious.

Aszrayel
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Post by Aszrayel » Tue, 5. Dec 06, 06:24

Criminal_Colt wrote:Well this script is certainly a good effort but I think you forgot one thing. Shouldn't the ships refrain from entering hostile sectors/sectors with hostiles present?

First thing I did when I got this script was equip 4 Argon Discos with 20 satalites and send them out to do their stuff. 1 hour later I check my message log and find they have all been destroyed in various sectors.

That makes for a huge loss in terms of the cost of the discos+sats+lack of sats deployed.

Overall without the ability to avoid dangerous sectors this script seems rather useless which is a real shame.
I know it's a few months past October but I just started playing X3 again when I heard they were releasing 2.0 dvd version without Starforce, but he did state there was a way in which to keep the sat deploy ship out of hostile sectors. You need to change the Friend/Foe setting for that ship for each race/group and any sector that belongs to the hostile ones the ship shouldn't enter. Now hostiles in friendly sectors is another story :P

Bhruic
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Post by Bhruic » Tue, 5. Dec 06, 06:49

Litcube wrote:Hello, Bhruic! Why is it I see you wherever I go? And why are you always first to show up? I use several of your mods from other games you've written. You get around, man.
I like to think of it as having good taste. ;)
I was wondering today why my game seems to hiccup at the "tick" of the game (every 4 seconds or so). So I started closing down my ship orders one by one to see which one was the culprit.

With this script enabled, my CPU is running at 8%. With this script not enabled (but with 2 complexes, 15 UTs, and 10 other orders running) my CPU hovers at 1%-2%.

Something's up, here. Thought you might be curious.
Well, now that I can play again without having my dvd drive screwed up, I'm going to go over the script again and make some changes. Probably start it from scratch, as it was a learning experience the first time. Hopefully I'll be able to come up with something less of a resource hog.

Nice to see you again, btw.

Bh

Aszrayel
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Post by Aszrayel » Thu, 7. Dec 06, 07:48

Been running good on my computer so far Bhruic. Have satellites deployed in just about every friendly sector now. Was just wondering if there was a way that the satellite could automatically renamed "Your Advanced Satellite" or same for navigation satellite on the deploy from the ship with the sat deploy command instead of having to do every one manually for the Satellite Limited MK3 Universal Trader Script?

*Edit* Oh yeah thank you for your work on a great script =)

Bhruic
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Post by Bhruic » Thu, 7. Dec 06, 10:02

Yeah, I'll probably change it back to that for the single deployment. It doesn't work so well when you are doing the 8 tho', at least imo. I hate seeing a bunch of things named the same thing.

Bh

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