Detector (Finds Abandoned Ships, Tunings, Hidden Objects) [TC][AP][ALP]

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Slayer7.62
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Post by Slayer7.62 » Tue, 3. Sep 13, 06:51

Thank you for the quick reply. How would I go about that?

I've tried using both
<t id="405">Disable(Detect only hidden objects. Plot support.)</t>
and
<t id="406">Disable(Detect all hidden objects. Plot support.)</t>
either at the same time or one at a time and I'm still getting the energy cells. Am I doing something wrong?

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DrBullwinkle
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Post by DrBullwinkle » Tue, 3. Sep 13, 06:53

That looks right. Make sure that you are editing the language file for your language. For English, that is the -L044.xml file.

Slayer7.62
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Post by Slayer7.62 » Tue, 3. Sep 13, 07:01

Guess I was using the wrong one, for being new to this all at least I was close :oops: Sorry about that. Thank you very much for the help, it's working perfectly now. :)

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DrBullwinkle
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Post by DrBullwinkle » Tue, 3. Sep 13, 07:14

I am glad you like it, Slayer. Happy prospecting. :)

Hiper-Boy
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Post by Hiper-Boy » Fri, 27. Sep 13, 13:06

Hello DrBullwinkle,

I'm getting the same error as Shining, I've read the last 2 pages and did not see any kind of fix for it, he did not reply after you asked him was else it might be.

This is happening right at new game. As I pick my start and the game loads, I get the ReadText8552-2 message, followed by the X-tended message.


The mods I am using in order:
#1 X³AP All In One Bonus Package (v5.1.0)

#2 X-tended 2.2 experimental for AP - The installation order is: X-Tended_-_Terran_Conflict_2.0.exe -- X-Tended_-_Terran_Conflict_Patch_V2-2.zip -- X-Tended_Albion_Prelude_Experimental_2.2.zip -- XTC-AP-Hotfix-V2_2a.

#3 Detector


If I remove Detector the game does not get this error, however, when I install the mod I get this error.

Vayde
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Post by Vayde » Fri, 27. Sep 13, 22:15

Hiper-Boy

Did you read the installation instructions for X-Tended 2.2? Especially this bit:

2. Make sure you have a new, clean installation of Terran Conflict patched to version 3.2 or later. (A clean installation means there are no other scripts and mods installed – Not even the official bonus pack.) :twisted:
Still life in the old dog yet...

Hiper-Boy
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Post by Hiper-Boy » Fri, 27. Sep 13, 23:07

Vayde wrote:Hiper-Boy

Did you read the installation instructions for X-Tended 2.2? Especially this bit:

2. Make sure you have a new, clean installation of Terran Conflict patched to version 3.2 or later. (A clean installation means there are no other scripts and mods installed – Not even the official bonus pack.) :twisted:
Your just everywhere helping me aren't you. That worked, thank you Vayde.

VaporSnake
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Post by VaporSnake » Fri, 29. Nov 13, 21:01

Do any other major mods add this Detector? Because I haven't installed any mod called Detector before, but I've seen a Detector setting in my AL settings in AP. When I try to enable it, it always just tells me that "this version of Detector is plot-locked" or something along those lines.

Anyone have any idea what's going on?

Viliae
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Post by Viliae » Fri, 29. Nov 13, 21:51

Hello
VaporSnake wrote:Do any other major mods add this Detector? Because I haven't installed any mod called Detector before, but I've seen a Detector setting in my AL settings in AP. When I try to enable it, it always just tells me that "this version of Detector is plot-locked" or something along those lines.

Anyone have any idea what's going on?
Detector come with "Shady Business" plot from last X3AP update. Thats why you have it.

VaporSnake
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Post by VaporSnake » Fri, 29. Nov 13, 23:53

Ah, so if I install this version, will it create any conflicts?

redshift690
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Post by redshift690 » Tue, 17. Dec 13, 03:20

Hello DrB or who ever can help me out here, :)

I seem to be having an issue with getting these detector scripts to function properly with X3AP 3.1. I came back to X3ap after 200+ hours of frustration with XR to allow time for it to be fixed to a more working state. So I already had an older heavily modded copy AP 3.0 with XRM, and various other mods along with the detector scripts, and all was working fine on that install.

But then I seen that there had been an update to 3.1 so decided to rebuild a new game around 3.1. So redownloaded all my favorites, and installed everything into a fresh folder outside of program files, and steam.

Loaded up a new game, and activated script editer, and turned on the AL mods with no error messages. Everything seems to be working fine with ASS ships are being spawned, and the Getsu Fune station for upgrade kits except the detector is not alerting me of any nearby goodies.

As a test I spawned a nividium roid using the cheat pack, and blew it to bits to see if it would ping on it like it us to but nothing?

Here is my .dat/.cat load order list:

05- xrm part 1
06- xrm part 2
07- Ship hull high
08- xrm cockpit mod
09- xrm backgrounds
10- large no ring gates
11- gate effects
12- complex cleaner
13- adv complex hub
14- tubeless complex hub
15- detector mod alt audio for major mods

List of scripts in the order as seen in Plugin Manager V1.47:
ASS for AP-Version 88
Cheat Collection Package AP-Version 1.62
STO Version 1.72
Free Jump for AI's (Less Cheatery Edition)-Version 1.50b3
Marine_Repaires_and_Training-V2.06-2013-06-05 -Version 2.06
Upgrade Kits-Version 1.7
Mobile_Mining_Mk2_1.05-2012-07-28.spk (Archive installed)

This is basically the mod setup I had before though not sure about the load order? Any help would be great as I'd love to get my old ap salvage operation back up and running. Thanks :D

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DrBullwinkle
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Post by DrBullwinkle » Tue, 17. Dec 13, 04:53

Nividium is probably not a good test. By default, I believe Nividium is now turned off, although you can enable it in the t file.

Try an abandoned ship. Force a pilot to bail. Detector should find it.
  • Note that Detector is silent if you are very close to the target, although the subtitles should flash periodically.

redshift690
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Post by redshift690 » Tue, 17. Dec 13, 06:03

DrBullwinkle wrote:Nividium is probably not a good test. By default, I believe Nividium is now turned off, although you can enable it in the t file.

Try an abandoned ship. Force a pilot to bail. Detector should find it.
  • Note that Detector is silent if you are very close to the target, although the subtitles should flash periodically.
Thanks for the quick reply DrB, :D

All is now working as it should. It seems that I have overlooked the bit on the OP "The Detector Scanner Upgrade can be purchased at Argon Equipment Docks, Terran Orbital Defense Stations, and Pirate Bases." or I did not remember having to buy it before. :lol:
Anyway after installing, the upgrade is working great!

Thanks DrB for your outstanding mods! Hope that you can port some to XR if/when ES gets it stable enough that is :wink:

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DrBullwinkle
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Post by DrBullwinkle » Tue, 17. Dec 13, 06:12

Thanks DrB for your outstanding mods! Hope that you can port some to XR


Glad you got it working, and thank you for the kind words.

If you (or anyone) wants me working to help make XR better, then tell Bernd and Xenon_Slayer. I have already volunteered... it is up to them to let me do it.

Genrit
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Post by Genrit » Wed, 18. Dec 13, 04:29

When I first installed this script (running XRM in AP), I was getting an error mentioned in a previous post "ReadText 8552-2". I did some digging into the script as to what was causing this and discovered where this originated from.

The script "setup.plugin.bw.detector.pck" does a check for for the Ware Manager script. If it does not find it, it sends a message to the user. However, the readtext command is looking for a language file with PageID 8552 (it finds it), element #2 (does not find it). The failure state for this command is to fill the text string with "ReadText PageID-Element". Simply put .... there is no element 2 in 8552 because every id is 201+ or 401+. I'm not sure what text element 2 is suppose to contain.

Once I installed the Ware Manager (whicH I should have done is the first place!) which comes with the Plugin Manager, everything seems to work.

Anyway, thanks for the script .... I will definitely find it useful.

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DrBullwinkle
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Post by DrBullwinkle » Wed, 18. Dec 13, 04:40

Excellent report, Genrit. Thank you.

It appears that the posted packages have old versions of the setup file. The vanilla setup script (in AP 3.0+) has the message removed.

I will post updated packages.

Genrit
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Post by Genrit » Wed, 18. Dec 13, 05:51

Glad to be of help.

I've run into two other small issues with this.

1) One the the scripts included is a.plugin.bw.detector.count but it does not seem to appear anywhere in the ingame script editor. I'm still very much a newbie with working with x3 scripts. From the description it seems to produce a list of everything in the universe that is hidden.

2) I installed the fake patch for the updated sounds per instructions. However, in XRM, the ping sound has replaced the Fusion Beam Cannon sound. Without the fake patch, the pings sound like the beam cannon is firing. Kinda funny when my M2 fires all of its cannons .... but not exactly appropriate. Probably, I will go file diving again to see where this issue is.

Thanks again.

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DrBullwinkle
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Post by DrBullwinkle » Wed, 18. Dec 13, 08:30

1) a.plugin.bw.detector.count is just a test script that finds all ships in the universe. I included it in the package because some people like that sort of thing.

It does not appear in the Script Editor because some knucklehead (*cough*) did not rename it properly ( :roll: ).

I will fix that when I upload new packages. Thanks.



2) I suspect that your problem with installing the sounds is because I do not include a types\sounds.pck in the Major Mods package. That is because I cannot maintain the Sounds file for non-vanilla installations. With nearly 700 downloads of the Major Mods package, I am surprised that yours is the first report of a problem!

2a) The easy solution is to modify your language file. For simple sounds, you could try changing ID's 450-453 to:

450 982
451 986
452 972
453 1008

2b) The "better" way is more complicated, but it should use the fancy new sounds custom-created for Detector by Alt3rn1ty.

- In X3Editor, Open from VFS types\sounds. Use the Text Viewer when opening the file.

- Find pool 800.

- At the end of the 800 block, is the highest number 819? I hope so! If it is, then add:

Code: Select all

150;225;SFX_AUTOFREE;0;0;0;0; // 820
150;225;SFX_AUTOFREE;0;0;0;0; // 821
150;225;SFX_AUTOFREE;0;0;0;0; // 822
150;225;SFX_AUTOFREE;0;0;0;0; // 823


- Change the line that says: "800;20;" to "800;24;"

- Cross your fingers.

- Let me know if it works.

- If it does not work, then post your entire sounds file inside code tags and I will try to sort it out.

Genrit
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Post by Genrit » Wed, 18. Dec 13, 10:12

Well, for me, whenever there is a possibility of getting a bug (especially the soul-crushing variety), I will squarely land on it.

I was trying a combination of your 2a and 2b solution. XRM has quite a few custom sounds in the 800 block:

Code: Select all

// pool 800 custom sounds
800;35;
190;225;NULL;-0;0;5;700000; // 800 Gauss
190;255;NULL;-0;-0;5;900000; // 801 Seismic Charge
180;180;NULL;-0;0;5;90000; // 802 MD
180;200;NULL;-0;0;5;90000; // 803 EMP pulse
185;230;NULL;-10;10;5;360000; // 804 IPG
195;235;NULL;-20;20;15;700000; // 805 TBC
180;0;SFX_3DCONTROL|SFX_LOOP;0;0;0;0; // 806 PAC Flyby
190;225;NULL;-10;10;5;590000; // 807 PSG
185;215;NULL;-20;20;5;350000; // 808 ISR
180;215;NULL;-20;20;15;240000; //809 FAA CFA
150;225;SFX_AUTOFREE;0;0;0;0; // 810 Energy proj flyby
180;200;NULL;-0;0;5;90000; // 811 FBL
180;180;NULL;-0;0;5;90000; // 812 EBC
180;180;NULL;-10;10;5;90000; // 813 PRG
180;180;NULL;-20;20;5;90000; // 814 EMPC
199;235;NULL;-20;20;5;1000000; // 815 Ion Cannon
180;180;NULL;-50;50;0;90000; // 816 Shrapnel
190;245;NULL;-20;20;15;800000; // 817 Big Gun
185;235;NULL;-20;20;10;399000; // 818 APPC
190;245;NULL;-10;10;15;700000; //819 GPPC
180;180;NULL;-20;20;5;90000; // 820 EMR
199;235;NULL;-20;20;5;1000000; // 821 FBC
199;235;NULL;-20;20;5;1000000; // 822 PBC
185;215;NULL;-10;10;10;360000; // 823 FPD
180;180;NULL;-20;20;5;90000; // 824 IOND
180;200;NULL;-20;20;0;170000; // 825 IOND HIT
190;225;NULL;-0;0;5;900000; // 826 PBP
185;215;NULL;-20;20;5;350000; // 827 HEPR
185;235;NULL;-8;8;10;399000; // 828 PPG
180;180;NULL;-10;10;5;90000; // 829 GPE
185;180;NULL;-10;10;5;90000; // 830 FUBL
190;245;NULL;-10;10;15;700000; //831 QSC
195;235;NULL;-20;20;15;800000; // 832 DMBC
190;225;NULL;-20;20;15;400000; // 833 PALC
180;180;NULL;-10;10;5;90000; // 834 PBG
At least it is commented to what each one is. The sounds that are overwritten (for the weapons) are #821 (Fusion Beam Cannon) and #823 (Fusion Pulse Disruptor). I can safely deduce that #822 and #824 are probably also overwritten too. I added the lines and value change as you suggested:

Code: Select all

// pool 800 custom sounds
800;39;
190;225;NULL;-0;0;5;700000; // 800 Gauss
190;255;NULL;-0;-0;5;900000; // 801 Seismic Charge
180;180;NULL;-0;0;5;90000; // 802 MD
180;200;NULL;-0;0;5;90000; // 803 EMP pulse
185;230;NULL;-10;10;5;360000; // 804 IPG
195;235;NULL;-20;20;15;700000; // 805 TBC
180;0;SFX_3DCONTROL|SFX_LOOP;0;0;0;0; // 806 PAC Flyby
190;225;NULL;-10;10;5;590000; // 807 PSG
185;215;NULL;-20;20;5;350000; // 808 ISR
180;215;NULL;-20;20;15;240000; //809 FAA CFA
150;225;SFX_AUTOFREE;0;0;0;0; // 810 Energy proj flyby
180;200;NULL;-0;0;5;90000; // 811 FBL
180;180;NULL;-0;0;5;90000; // 812 EBC
180;180;NULL;-10;10;5;90000; // 813 PRG
180;180;NULL;-20;20;5;90000; // 814 EMPC
199;235;NULL;-20;20;5;1000000; // 815 Ion Cannon
180;180;NULL;-50;50;0;90000; // 816 Shrapnel
190;245;NULL;-20;20;15;800000; // 817 Big Gun
185;235;NULL;-20;20;10;399000; // 818 APPC
190;245;NULL;-10;10;15;700000; //819 GPPC
180;180;NULL;-20;20;5;90000; // 820 EMR
199;235;NULL;-20;20;5;1000000; // 821 FBC
199;235;NULL;-20;20;5;1000000; // 822 PBC
185;215;NULL;-10;10;10;360000; // 823 FPD
180;180;NULL;-20;20;5;90000; // 824 IOND
180;200;NULL;-20;20;0;170000; // 825 IOND HIT
190;225;NULL;-0;0;5;900000; // 826 PBP
185;215;NULL;-20;20;5;350000; // 827 HEPR
185;235;NULL;-8;8;10;399000; // 828 PPG
180;180;NULL;-10;10;5;90000; // 829 GPE
185;180;NULL;-10;10;5;90000; // 830 FUBL
190;245;NULL;-10;10;15;700000; //831 QSC
195;235;NULL;-20;20;15;800000; // 832 DMBC
190;225;NULL;-20;20;15;400000; // 833 PALC
180;180;NULL;-10;10;5;90000; // 834 PBG
150;225;SFX_AUTOFREE;0;0;0;0; // 835
150;225;SFX_AUTOFREE;0;0;0;0; // 836
150;225;SFX_AUTOFREE;0;0;0;0; // 837
150;225;SFX_AUTOFREE;0;0;0;0; // 838
I have no idea what each of those values mean (but when has that stopped anyone?). I also modified the 8552-L044 file to include:

Code: Select all

 <t id="450">835(Cold 982)</t>
 <t id="451">836(Cool 986)</t>
 <t id="452">837(Warm 972)</t>
 <t id="453">838(Hot 1008)</t>
I then used X3 Editor 2 to rename each of the 4 sound files in the S directory of the new sound CAT. And amazingly .... it works! The gun sounds are back to normal and the detector sounds are were they are suppose to be.

Thanks for pointing me in the correct direction!

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DrBullwinkle
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Post by DrBullwinkle » Wed, 18. Dec 13, 10:22

Yes, that is the right way to do it, Genrit.

Clearly, I am going to have to coordinate with Paul Wheeler to make a package specifically for XRM.

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