[Script] SatelliteDeploy v1.12 (18/01/2006)
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Actually, as far as pirates are concerned, looks like TycHouse has made a nice little script for that. Sets pirates as neutral, so you can kill them and piss them off, or trade with them and friendly.
Might be worth checking out, at least for a little bit so I can at least get my satellites placed. After that, it should be much more manageable, as they don't too often find them, or only find one.
Might be worth checking out, at least for a little bit so I can at least get my satellites placed. After that, it should be much more manageable, as they don't too often find them, or only find one.
"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)
found a small problem...
Hi,
I ran into a small problem.. I have the ship and station Salvage Mod installed from Aalaard (cannot remember how to spell it). Anyhow when I install your satellite script it over rides the two command slots in the special menu of the ship. The two slots your command take are the same that that mod uses.
I really like the salvage mod so unless there is a way to change your commands to a different number in the special commands menu I will not be able to use your script... which I REALLY would like to be able to do!!
Any ideas or is there some way around this?
Malakie
I ran into a small problem.. I have the ship and station Salvage Mod installed from Aalaard (cannot remember how to spell it). Anyhow when I install your satellite script it over rides the two command slots in the special menu of the ship. The two slots your command take are the same that that mod uses.
I really like the salvage mod so unless there is a way to change your commands to a different number in the special commands menu I will not be able to use your script... which I REALLY would like to be able to do!!
Any ideas or is there some way around this?
Malakie
hmmm... don't get this formula. Why not simply deploy 6 satellites in octahedral coordination around the origin? This has the advantage that the best coverage is towards the gates when they are in cross formation along the north-south and east-west axis, which they mostly are.Bhruic wrote: The specific math being:
x^2 + y^2 + z^2 = d^2
would simply be (x,y,z) =
+r,0,0
-r,0,0
0,0,+r
0,0,-r
0,+r,0
0,-r,0
with r = scan radius of the satellite
Zak
Edit: To answer my own question, 4 of the satelites would be disposed in high traffic and shot down or run over after a while, nevermind
Zepto Nox A15 - P8400, 4GB 800MHz DDR2, Nvidia 9650GT 512MB DDR3, WSXGA, 200GB SATA 7200rpm, Blu-ray, Vista Business UK 64-bit
VERY stable and useful script but I found a hair in the soup! In Blue Profit, using the 8 box format, Adv Satellite "alpha" is always destroyed by the atmosphere - along with the small ship deploying it. So the next one is sent. And the next one. And...
Yeh, I know. Don't do that! but I can't leave my sat deployers on auto deploy that way. =)
Hmm. Or use me LEET SCRIPTING SKEELZ to suppress Blue Profit alpha. Considering I'm somewhat drunk, that might even work.
Gazz
Yeh, I know. Don't do that! but I can't leave my sat deployers on auto deploy that way. =)
Hmm. Or use me LEET SCRIPTING SKEELZ to suppress Blue Profit alpha. Considering I'm somewhat drunk, that might even work.
Gazz
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It cant find a route that does not pass though sectors marked as 'Foe'Grumble314 wrote:Ok what is a "safe route "I have 3 of my 4 ships now telling me I am unable to find a safe route to a sector requiring and Advanced Satellite.
Bring back the TS Pirate Ship, I miss my liberated fleet runing around the universe
Maybe a fleet of liberated Pirate Ship Super Freighters
"Priests Dukes Compliments... Here is ship!"
"Teladi now show you how to fight... Ship all yours! Dont kill Teladi!"
Maybe a fleet of liberated Pirate Ship Super Freighters
"Priests Dukes Compliments... Here is ship!"
"Teladi now show you how to fight... Ship all yours! Dont kill Teladi!"
Hello Bhruic
Firstly big thanks for this works a treat but I found a Bug.
In both cases below ship drops last Sat then heads to nearest station with Sats in stock, it docks and leaves and then deploys Sat..
All my tests have been with "Nav Sat's" have not tried with "Adv" yet.
Case 1
Not being charged for deployment (500c)
If homebase is not set to any station charges for the ship buying sat's applies and station is emptied and ship leaves with Sat's available.
Case 2
Not being charged for deployment (500c)
If homebase is set, the ship does NOT pay for the Sat's and leaves the station with empty cargo hold but still drops a Sat magically and the station still has the same amount in stock before the docking.
*** The ship is set to the plot's free Ore mine, not able to test if it is any player owned station because of new game but i think it wont make a difference.
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Hope this helps you make this script even better, Did you remove the 500c fee? else for me its not much of an issue because i dont think i should be charged because it is my own ship, but the homebase set issue is a naughty loop hole.
Firstly big thanks for this works a treat but I found a Bug.
In both cases below ship drops last Sat then heads to nearest station with Sats in stock, it docks and leaves and then deploys Sat..
All my tests have been with "Nav Sat's" have not tried with "Adv" yet.
Case 1
Not being charged for deployment (500c)
If homebase is not set to any station charges for the ship buying sat's applies and station is emptied and ship leaves with Sat's available.
Case 2
Not being charged for deployment (500c)
If homebase is set, the ship does NOT pay for the Sat's and leaves the station with empty cargo hold but still drops a Sat magically and the station still has the same amount in stock before the docking.
*** The ship is set to the plot's free Ore mine, not able to test if it is any player owned station because of new game but i think it wont make a difference.
----------
Hope this helps you make this script even better, Did you remove the 500c fee? else for me its not much of an issue because i dont think i should be charged because it is my own ship, but the homebase set issue is a naughty loop hole.
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not wo quick question
can you put the spk on the mirror too, your primary server is down
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life
Set a man on fire, he'll stay warm for the rest of his life
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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.can you put the spk on the mirror too, your primary server is down
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.Quick Question - is this ran through script editor?
"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)
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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)
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
MfG Gromph
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
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!
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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.
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)
I want Susie found. Then hung from a tree, shot and gutted, together with her purple dinosaur.
(yup, i played that game too)
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Thanks a millionfud wrote:You could just comment out the 071 line. That'd prevent it from being written to your log book. ("." [period])
Now it says:
Code: Select all
071 write to player logbook "..."
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)
I want Susie found. Then hung from a tree, shot and gutted, together with her purple dinosaur.
(yup, i played that game too)
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 "..."
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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)
I want Susie found. Then hung from a tree, shot and gutted, together with her purple dinosaur.
(yup, i played that game too)