[SCRIPT] Improved Boarding : V1.23 : 30-06-2010

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Romanops
Posts: 14
Joined: Fri, 22. Apr 11, 19:37
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Re:

Post by Romanops »

Hello,

And thanks for all your scripts :)

I have the same problem than adb0899 :
adb0899 wrote: Tue, 17. Oct 17, 19:33 the item for the transport device is called
ZA_EMP_BLANK_WARE_CUSTOME20_17
I found the script which is in case (al.plugin.boarding.xml) :
https://zupimages.net/up/20/40/rjaj.png

The ware has been well added however :
https://zupimages.net/up/20/40/j47d.png


Could someone help me to correct the name please ? :oops:


For information I play on TC with NHTC 3.0 mod by Xchange Guild, with those other scripts :
https://zupimages.net/up/20/40/ao8n.png
("Fast Repair" is one I made myself with X3Editor2 to inscrease repair ray of spacesuit mk3 => it only replaces 'types/TBullets.pck')

I added french language file (by copying them on 't' directory on spk and rename 'L033' + change language number by id="33") because I play on my native language ; for few of them, I translated myself texts to french.
Here are the scripts I made those changes :
  • CommunityPluginConfiguration-V1.51-03.01.2012 (translated)
  • WareManager-V1.10-28.08.2011 (translated)
  • MARS-tc-v5.25-16.02.2013
  • Marine_Repairs_and_Training-V214-2015-01-01
  • NPCBail180Expanded
  • SalvageCommandsandNPCs-V1.5-20.11.2008
  • SalvageClaimSoftware-V1.21-20.01.2010
  • Universe Explorers 2.4.2 (translated)
  • ImprovedBoarding-V1.23-30.06.2010
All other script do have french text files added by author or don't need it (no text file).


Thank you in advance for help. :D
Romanops
Posts: 14
Joined: Fri, 22. Apr 11, 19:37
x4

Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by Romanops »

Hello,

Nobody have clue of solution ? :cry:
Cycrow
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Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by Cycrow »

does the name appear like that in game, ie when you buy it, or only in the script ?

you could try manually running the setup file from the script editor. That'll reload the texts.
if its still not working, then its likely an issue with your text file
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by KRM398 »

this mod is dead now, one of the other links needed to run it is gone completely. so it was nice while it lasted. ( hot key manager I think)
Cycrow
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Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by Cycrow »

You can just install it via the plugin manager.
qibisa
Posts: 13
Joined: Thu, 27. Apr 23, 18:31
x3fl

Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by qibisa »

Running X-3 TC + X-tended, english version, installed Improved Boarding (Bullwinkle's Hacked Version) v1.24a with X-universe PlugIn manager lite v1.63.

1) Hotkey "Launch marines" sometimes crashes the game to desktop at the moment of beginning hull cutting. Not every time and it looks like spamming the hotkey is what crashes the game. So if I press it twice, launching all my marines, it should be okay, but spamming it launches empty drop pods or something, which crashes on contact?

2) I already have boarding transporter (x-tended content?). This mod on using hotkey "lauch using transporter" gives me error about EMP_WARE not installed. Split equipment dock sells in Goods section (not ship upgrades though) EMP_WARE as reported by another user few messags above, but it's VERY expensive and I don't have enough reputation with Splits, so I haven't tried it. I tried running setup.boarding script with script console to no effect.

Overall, mod seems to be broken for me, not sure if it's x-tended incompatibility, but I guess I'll stick with M7M boarding pods.
jabbamutt
Posts: 2
Joined: Mon, 9. Jan 12, 19:35
x3tc

Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by jabbamutt »

Cycrow.. this may be years to late but I am trying to use the Astreus for capping and the length of this ship plus any other cap ship make it to where I have to be more like .5km away instead of the 1km.. and then the ships always touch and destroys my target.. can the range please be adjusted for this?
CheloDeAstora
Posts: 11
Joined: Fri, 24. Jun 22, 23:37
x3fl

Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by CheloDeAstora »

jabbamutt wrote: Mon, 7. Oct 24, 01:22 Cycrow.. this may be years to late but I am trying to use the Astreus for capping and the length of this ship plus any other cap ship make it to where I have to be more like .5km away instead of the 1km.. and then the ships always touch and destroys my target.. can the range please be adjusted for this?
Same issue here, I am using the Guilds mod which has been amazing so far, especillay the new sectors and the new factions (I am looking at you Aphotic Necrosis, great concept by the way).
But this Boarding Transporter Extension has two issues:
- First, It needs a Transporter Device. That alone is fine, but after capturing 100 ships and discovering half the universe, i can't find a single Transport Device. I went to the Goner, but the reputation with them by default at least initially is negative, so I can't even dock there. And these guys don't offer any missions. The situation is the same with the Duke faction.
After visiting the 100th Black market, I found one luckily.
- Second, why 1 Km of range? Is it intended to capture with M6's and smaller alone? Because with anything bigger then 1Km is literally "touching" the target ship.

I propose 2.5 Km range. It will allow manoeuvrability while still being on the target's weapon fire range.

For anyone that wants to tweak this distance, I found the script that performs this: "plugin.boarding.tele"
Code line number 061
Code line number 156
Change in both lines the default distance of 1000 to something more.
Last edited by CheloDeAstora on Tue, 25. Mar 25, 00:28, edited 1 time in total.
Cycrow
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Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by Cycrow »

it was originally designed for smaller ships like M6's. The small ranges is mainly to increase the challenge, so you need to be close by while being in weapons range of the ship.

i can have a look at adjusting the range based on the ship sizes
CheloDeAstora
Posts: 11
Joined: Fri, 24. Jun 22, 23:37
x3fl

Re: [SCRIPT] Improved Boarding : V1.23 : 30-06-2010

Post by CheloDeAstora »

Cycrow wrote: Mon, 24. Mar 25, 20:03 it was originally designed for smaller ships like M6's. The small ranges is mainly to increase the challenge, so you need to be close by while being in weapons range of the ship.

i can have a look at adjusting the range based on the ship sizes
That makes sense, that tweak would be amazing, thank you! Also, the original target distance tracking may create confusion if the script uses the distance considering the ship size. To solve this, I have seen that you can update the numbers on the text that shows up at the bottom of the screen that also shows the boarding process percentage. Maybe you could use that for updating the new distance. I don't know, it is just an idea.
I am looking forward for the next Guilds version. :D

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