[SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

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theknapps
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by theknapps » Mon, 17. Dec 18, 13:19

Hi Shush,
It is good to see that you are feeling somewhat better.
I will do a 'fly-by' over your house in celebration (in FSX anyway!)

I think there are still several of us enjoying LIFE!

Shush
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by Shush » Mon, 17. Dec 18, 23:15

Taylor2008 wrote:
Fri, 7. Dec 18, 02:12
@Shush : Happy that you feel better !!! :)
Your Mod is outstanding , superior for immersion!!!
And much better than the speech of x4 pilots...
Cheers :)

Awww don't be too harsh on X4, I think Egosoft have found their way again! I'm really looking forward to spending thousands of hours in enjoyment over the next few years in X4, (once the initial teething period is over).

TechSY730 wrote:
Wed, 12. Dec 18, 04:58
Sure, feel free to upstream any of my changes. Credit would be nice, if nowhere else but in the release notes, but not required.
The area that you played in was always a concern for me, as different versions of X3 always reacted unexpectedly to that area of the code. Every time I thought I had come up with a reasonable solution, the next X3 update would break it. Which is not suprising really, I was using the MD and SE in ways that were never planned for or even considered by the devs.

Any external contribution to LIFE will always receive due credit, in fact I usually add hidden flavour news articles for contributors ;)

theknapps wrote:
Mon, 17. Dec 18, 13:19
I will do a 'fly-by' over your house in celebration (in FSX anyway!)

I think there are still several of us enjoying LIFE!
:)

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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by Taylor2008 » Tue, 8. Jan 19, 12:07

Hello,

i am in desire of compatible between Life and The Galactic News System (BBS 2.0) (V.105) viewtopic.php?f=94&t=260555 and
with MBRR https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm.
In addition please fix the bug , wich sometimes let Mission-Ships stopp their Engines.

I hope i am not impudent to speak out my wishes.

If I can help in any way with this , just say a word...

FiGaBo
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by FiGaBo » Tue, 8. Oct 19, 12:56

Hello !

A small question for those of you who are using life (and in this case leveling of their pilots)

Let's say i have a pilot on a m4, who have for instance 20 kills and is level 2. As i think he is an experienced pilot, i would like to move him on a m3.
I understood that for leveling life is used on ships and not on pilots. But if i rename the m3 with the kills and level from the previous ship, is it working
(for instance : m4 kills 20 level 2 will become m3 kills 20 level2). Or there is another way to do it ?

Thanks !

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Aldebaran_Prime
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by Aldebaran_Prime » Fri, 27. Dec 19, 08:55

Shush wrote:
Fri, 7. Dec 18, 00:05
I didn't realise people were still using LIFE.

I was never happy leaving it in the state I left it, but my health really did knock me about for a good 18 months.

Over the next few weeks I'll start incorporating a bunch of unfinished work, (station missions, advanced shaders, etc), and bug fixes from TechSY730 and others, (with their blessings).

I'm having a ball in X4 and it has rekindled my love for the series.
I just saw, that you seems to be a little active again.
Yes, LIFE is a core part of my X3 AP Mod collection (see banner) and gives a lof of it's emmersion to the game - Thanks for it!

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Aldebaran_Prime
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by Aldebaran_Prime » Fri, 27. Dec 19, 09:02

TechSY730 wrote:
Thu, 6. Dec 18, 18:26
Your welcome.
But actually I have a newer version of this script that fixes even more cases, so please download again.
plugin.LIFE.ship.signal.attacked.xml:
https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ

I also took the time and updated the "figure out what race the pilot script" to be compatible with Lucike's scripts (Commodity Logistics, CODEA, and many others). It will now properly detect the race of pilots it manages (assuming player ships are set to "actor name" race voice in settings). Also included is a bugfix where the script wouldn't check again if the pilot changes.

plugin.LIFE.get.race.page.xml:
https://drive.google.com/open?id=1t006K ... OaEor8SP6s
Thx for this bugfix! I'll test and include it into my MOD collection now.
So far I understood, we need install the 2 scripts above and the LIFE.Attacked.xml from the post a little higher.

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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by hourheroyes » Fri, 14. Feb 20, 22:00

Anyone left using LIFE know if it is compatible, or can be made compatible, with LU? I feel like LU is the de facto sandbox of choice for me, but the immersion additions LIFE added to my old XRM playthroughs was invaluable.
Rode my bicycle across the USA in 2014. Here's the travel blog with lots of words & pictures.

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Aldebaran_Prime
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Re:

Post by Aldebaran_Prime » Sun, 3. Jan 21, 22:02

TechSY730 wrote:
Sun, 5. Aug 18, 21:15
Some further investigation yields the problem that in the script, plugin.LIFE.ship.signal.attacked, LIFE temporarily adds the ship to a special, hidden wing that it uses as a queue. That wing is used as a primary mechanism for communication between the scripting side and the mission director side (storing the list of ships that have been attacked and thus need to be processed).

After some finagling in the director script LIFE.Attacked.xml, it calls plugin.LIFE.mdcomms.queue on the ship, which removes the ship from the special queue wing and restores the previous wing membership. Unfortunately, removing a ship from a wing cancels its current order on task 0, the main task (engine bug maybe?).

Sadly, since that queue is pretty central to how the attacking signalling works in LIFE, I don't see a way to get around not having the wing.

So a workaround may be to not add non-race controlled ships to the queue in the first place. So, you can replace the line (around line 61) in plugin.LIFE.ship.signal.attacked.xml:

Code: Select all

$gAttacked-> temporarily remove from wing
add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
with

Code: Select all

* TechSY730 fix: Don't do special handling for special mission ships, since removing the wing later on interferes with current commands
if $gAttacked-> can be controlled by race logic
    $gAttacked-> temporarily remove from wing
    add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
end
This will make it so that ships that have been reserved for other purposes cannot get "co-opted". Race logic controlled ships are unchanged, as they have their main task restored by GOD periodically, so that is why it hasn't been an issue for those ships.

Sadly, this is a little overreaching and also turns off special LIFE handling for script spawned ships too that disable race logic, even if the script can handle it by having fallback "restart" logic. But I can't really see a way around that.

However, the above will also silence such mission ships from saying "I'm under attack". I'll provide a version that preserves as a follow up post, since it makes the code much longer.
A pilot of the EMC4AP Mod found out, that the X3 Khaak / Final Fury plot still has a problem in the scene, where the TL should place some mines. So I needed to add some other exceptions to the improvements of TechSY730:

Code: Select all

...
$gAttackedMoves2Position = $gAttacked-> is script '!ship.cmd.moveto.std' on stack of task=0
$gAttackedMovePosition = $gAttacked-> is script '!ship.cmd.moveposition.std' on stack of task=0
$gAttackedRetreat = $gAttacked-> is script '!ship.cmd.retreat.std' on stack of task=0
$gAttackedProtect = $gAttacked-> is script '!ship.cmd.protect.std' on stack of task=0
$gAttackedStay = $gAttacked-> is script '!ship.cmd.stay.std' on stack of task=0

$gAttackedMayBeMissionShip = !$gAttackedRaceLogicEnabled OR $gAttackedIsFollowingShip OR $gAttackedIsDeliveringFactory OR $gAttackedMoves2Position OR $gAttackedMovePosition OR $gAttackedRetreat OR $gAttackedProtect OR $gAttackedStay OR ($gAttackedNoJob AND ($gAttackedIsDocking OR $gAttackedIsAttacking))

if !$gAttackedMayBeMissionShip
$gAttacked-> temporarily remove from wing
add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
else
...
Eventually there are some other commands which need to be included in the exceptions, but for the moment this solves the TL position problem.

Bugfixed version can be found here: https://1drv.ms/u/s!AleWkrAhnZL_g5hnKcf ... g?e=3YBQgi

jacare
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by jacare » Tue, 16. Feb 21, 13:38

Someone are playing in 2021?

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X2-Illuminatus
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by X2-Illuminatus » Tue, 16. Feb 21, 20:05

Better ask your question right away, instead of waiting for someone to reply whether they still use this extension or not. ;)
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by theknapps » Thu, 8. Apr 21, 18:24

Still playing - still using.

Just need more time!! :)

theknapps
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by theknapps » Thu, 8. Apr 21, 18:26

The link doesn't seem to be working..

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alexalsp
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by alexalsp » Sat, 12. Nov 22, 12:59

The link to the corrected version does not work. Can someone post a corrected version. And the question is, does it all work in game version 3.4/3.3?

Thank you.

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alexalsp
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Re: Re:

Post by alexalsp » Tue, 7. Feb 23, 15:57

Spoiler
Show
Aldebaran_Prime wrote:
Sun, 3. Jan 21, 22:02
TechSY730 wrote:
Sun, 5. Aug 18, 21:15
Some further investigation yields the problem that in the script, plugin.LIFE.ship.signal.attacked, LIFE temporarily adds the ship to a special, hidden wing that it uses as a queue. That wing is used as a primary mechanism for communication between the scripting side and the mission director side (storing the list of ships that have been attacked and thus need to be processed).

After some finagling in the director script LIFE.Attacked.xml, it calls plugin.LIFE.mdcomms.queue on the ship, which removes the ship from the special queue wing and restores the previous wing membership. Unfortunately, removing a ship from a wing cancels its current order on task 0, the main task (engine bug maybe?).

Sadly, since that queue is pretty central to how the attacking signalling works in LIFE, I don't see a way to get around not having the wing.

So a workaround may be to not add non-race controlled ships to the queue in the first place. So, you can replace the line (around line 61) in plugin.LIFE.ship.signal.attacked.xml:

Code: Select all

$gAttacked-> temporarily remove from wing
add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
with

Code: Select all

* TechSY730 fix: Don't do special handling for special mission ships, since removing the wing later on interferes with current commands
if $gAttacked-> can be controlled by race logic
    $gAttacked-> temporarily remove from wing
    add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
end
This will make it so that ships that have been reserved for other purposes cannot get "co-opted". Race logic controlled ships are unchanged, as they have their main task restored by GOD periodically, so that is why it hasn't been an issue for those ships.

Sadly, this is a little overreaching and also turns off special LIFE handling for script spawned ships too that disable race logic, even if the script can handle it by having fallback "restart" logic. But I can't really see a way around that.

However, the above will also silence such mission ships from saying "I'm under attack". I'll provide a version that preserves as a follow up post, since it makes the code much longer.
A pilot of the EMC4AP Mod found out, that the X3 Khaak / Final Fury plot still has a problem in the scene, where the TL should place some mines. So I needed to add some other exceptions to the improvements of TechSY730:

Code: Select all

...
$gAttackedMoves2Position = $gAttacked-> is script '!ship.cmd.moveto.std' on stack of task=0
$gAttackedMovePosition = $gAttacked-> is script '!ship.cmd.moveposition.std' on stack of task=0
$gAttackedRetreat = $gAttacked-> is script '!ship.cmd.retreat.std' on stack of task=0
$gAttackedProtect = $gAttacked-> is script '!ship.cmd.protect.std' on stack of task=0
$gAttackedStay = $gAttacked-> is script '!ship.cmd.stay.std' on stack of task=0

$gAttackedMayBeMissionShip = !$gAttackedRaceLogicEnabled OR $gAttackedIsFollowingShip OR $gAttackedIsDeliveringFactory OR $gAttackedMoves2Position OR $gAttackedMovePosition OR $gAttackedRetreat OR $gAttackedProtect OR $gAttackedStay OR ($gAttackedNoJob AND ($gAttackedIsDocking OR $gAttackedIsAttacking))

if !$gAttackedMayBeMissionShip
$gAttacked-> temporarily remove from wing
add ship to flight wing: wing=$mdcommsQueue ship=$gAttacked
else
...
Eventually there are some other commands which need to be included in the exceptions, but for the moment this solves the TL position problem.

Bugfixed version can be found here: https://1drv.ms/u/s!AleWkrAhnZL_g5hnKcf ... g?e=3YBQgi
Сan You re-upload the file, the link does not work .....

I would add it myself, but there are no lines where or instead of what to insert it.

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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by X2-Illuminatus » Tue, 7. Feb 23, 19:51

Aldebaran_Prime mentioned in the EMC4AP topic that they would include the fixed file in the main download file of his mod. I don't know if they actually did it, but there's a chance since the 'last changed' date says 2022 while the post mentioning the fix is from 2021. Note that the file is quite big though (~ 1.5 GB).

Apart from that, TechSY730's download links still work fine for me. I reuploaded them just in case:
LIFE_Fixes by TechSY730.zip
You do not have the required permissions to view the files attached to this post.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by alexalsp » Wed, 8. Feb 23, 00:22

Apart from that, TechSY730's download links still work fine for me. I reuploaded them just in case:
Thank you, thank you, thank you very much... :)

I think it is necessary to clarify that the LIFE.Attacked.xml file should not be located in the scripts folder, but in the director folder.

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alexalsp
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by alexalsp » Wed, 8. Feb 23, 02:01

Question. If turn off the mod in the settings - Turn off LIFE completely, how do you turn it back on? :gruebel:

Correction. The mod seems to work, but there are no hot buttons. How to get them back?

I found a way through the script editor, but is there a faster and easier way?

Shush
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by Shush » Sat, 15. Apr 23, 10:52

I can't believe you guys are still using this, that's pretty cool to be honest; I had some grand ideas for expansion and well life, (badda bing badda boom), just got in the way.

I have some free time on my hands, if there was a list of things people wanted fixed or changed, what would it look like?

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Aldebaran_Prime
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by Aldebaran_Prime » Mon, 17. Apr 23, 13:54

Great to read, that you may give us an update of this mod.
I used yor LIFE also in my MOD-collection EMC4AP and many players used and loved it in the last couple of years

2 problems occur often:
1. Some plot ships stop following the plot targets, once a plot-ship was attacked and hit by enemy weapons. After attac ends or the enemy was destroyed, the plot-ship just stops and stays idle. Then the plot can not be finished
2. The news-engine sometimes crashes and justs "beeps". But after resetting LIFE, it can be used again - no glue, why.

Especially to point 1 see the last posts above. You may check your code and our try of bugfixes and integrate it to your code, if correct.

It may be great, if you can optimize LIFE! for x3FL, especially in combination with the new TC/AP Plot for FL from Cycrow.

Shush
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Re: [SCR][MD][TC][AP] LIFE-V0.95b (update: 06-May-2014)

Post by Shush » Wed, 19. Apr 23, 15:24

Ok great, a nice simple short list so far, I'll start poking around tomorrow; I need to setup my original dev environment and see how LIFE runs on an updated X3.

I'll update here in this thread.

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