[Script] Satilite Limited MK3 Universal Trader, ready for download.
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 2
- Joined: Fri, 4. Nov 05, 21:23
I've been finding this script really really helpful at keeping my traders in sensible sectors. I have seen them jumping into areas without satalites though, and more importantly sectors where I am docked. Is this a known bug? When its happened I have been on the other side of the map to a sector with a satalite, so its not as if its a logical system for a ship to jump to. Any ideas?
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- Posts: 165
- Joined: Wed, 5. Jul 06, 19:37
I have seen this too. I think they see the player as a trade beacon. Every now and then I’ll be in a sector, without a trade satellite in it, and a TS will jump in to do some business. So far it has not caused any problems but I’m usually all over any trouble makers in the sector when it happens. If my TS jumps in closer to the trouble makers than I am at the time it could be a problem.
BTW
I had my trade rout extended out to Treasure Chest but I pulled back and deactivated my trade beacons around Xenon sector 347 because they kept trying to cross the sector to reach the other side. No TS can live through that.
Someone mentioned making a “do not go here” (Dragons be here) satellite. It’s a good idea but wouldn’t the satellite just get destroyed and dropping one in a Xenon sector would be risky at best.
Update;
After posting this and giving it further thought I should mention that I have not actually seen any of my TS go into Xenon space, and according to the book they should never do that, but I’m convinced that four of my TS disappeared in the area recently with no message sent.
I went into my messages to see if I could find out where they where getting killed but after more than five minuets of scrolling through messages about how much jump fuel they use and satellite alert reports I gave up trying to find any message from a dead ship.
I found a TS in The Vault yesterday and that sector is a long way away from any trade satellite (well two jumps at least). I suppose it’s possible I clicked the regular UT order but I’m very careful about that.
I’m beginning to realize that replacing ships is just a part of the cost of doing business in the X universe. A lot of my four Nova petrol groups got creamed too.
I had hoped this script would allow me to build my factory complexes without worrying about my TS getting killed but it seems a certain amount of babysitting is required no matter what I do.
BTW
I had my trade rout extended out to Treasure Chest but I pulled back and deactivated my trade beacons around Xenon sector 347 because they kept trying to cross the sector to reach the other side. No TS can live through that.
Someone mentioned making a “do not go here” (Dragons be here) satellite. It’s a good idea but wouldn’t the satellite just get destroyed and dropping one in a Xenon sector would be risky at best.
Update;
After posting this and giving it further thought I should mention that I have not actually seen any of my TS go into Xenon space, and according to the book they should never do that, but I’m convinced that four of my TS disappeared in the area recently with no message sent.
I went into my messages to see if I could find out where they where getting killed but after more than five minuets of scrolling through messages about how much jump fuel they use and satellite alert reports I gave up trying to find any message from a dead ship.
I found a TS in The Vault yesterday and that sector is a long way away from any trade satellite (well two jumps at least). I suppose it’s possible I clicked the regular UT order but I’m very careful about that.
I’m beginning to realize that replacing ships is just a part of the cost of doing business in the X universe. A lot of my four Nova petrol groups got creamed too.
I had hoped this script would allow me to build my factory complexes without worrying about my TS getting killed but it seems a certain amount of babysitting is required no matter what I do.
Thanks,
Evans3rd
Evans3rd
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- Posts: 45
- Joined: Tue, 2. May 06, 03:09
Hey I gotta problem
I downloaded the SatBasedMK3 script and in the trade commands now it says "read text askk2n31lk4n" for the commands....any thoughts?
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- Joined: Wed, 25. Jan 06, 14:26
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- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26
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- Posts: 45
- Joined: Tue, 2. May 06, 03:09
I did all that and nothing
Is there any chance you know the three commands???
It seems to work I just don't know what they're doing.....
it's odd very very odd
It seems to work I just don't know what they're doing.....
it's odd very very odd
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- Posts: 45
- Joined: Tue, 2. May 06, 03:09
OMG thank you thank you thank you!
Ohh what in the world would I do without you Moggy2?
That fixed it completely!!! Perhaps he should fix that!
And by the by, It's not a big deal...but I get the same problem with the station seller script....do you know the fix for that?
once again, thanks Moggy!
That fixed it completely!!! Perhaps he should fix that!
And by the by, It's not a big deal...but I get the same problem with the station seller script....do you know the fix for that?
once again, thanks Moggy!

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- Posts: 45
- Joined: Tue, 2. May 06, 03:09
one quick question
If you set a MK3 on Satellite trader and then add some more beacons....do you have to re-command the ship on Universal sattelite trader mode? Or will it automatically goto the new beacons as well?
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- Posts: 9837
- Joined: Wed, 25. Jan 06, 14:26
I don't think so. It should go to sectors named "(Adv) Trade beacon". I runs a check for this, so any new ones should be automatically read as such.
I've had them get destroyed before, and replaced them. But I've never re-issued the command on my UTs. In fact, after replacing the trade beacon, a UT jumped in almost immediately (prolly more convenient timing than anything, but it DID jump to that sector).
I've had them get destroyed before, and replaced them. But I've never re-issued the command on my UTs. In fact, after replacing the trade beacon, a UT jumped in almost immediately (prolly more convenient timing than anything, but it DID jump to that sector).
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- Joined: Wed, 25. Jan 06, 14:26
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- Posts: 9
- Joined: Wed, 26. Jul 06, 02:00
I have no clue what is going on, but althought I am excited about using this script, there is about 15 different ways Satellite is spelled in this script.
My problem is, is that my Advanced Satellite is named 'Your Advanced Satellite' and I get the message stating that it isn't 'Your Navigation Satillite' or 'Your Advanced Satilite'. So, I changed the names to be like the message states. 'Your Advanced Satilite'. Still no go.. I have tried nameing it Adv Trade Beacon and disabling it instead, and.. what do I get, a message stating that it's not named Adv Trade Beacon. Duh..
what is going on here?????? Please help.
My problem is, is that my Advanced Satellite is named 'Your Advanced Satellite' and I get the message stating that it isn't 'Your Navigation Satillite' or 'Your Advanced Satilite'. So, I changed the names to be like the message states. 'Your Advanced Satilite'. Still no go.. I have tried nameing it Adv Trade Beacon and disabling it instead, and.. what do I get, a message stating that it's not named Adv Trade Beacon. Duh..
what is going on here?????? Please help.
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- Posts: 327
- Joined: Thu, 19. Feb 04, 12:25
I have manually renamed mine to Trade Beacon and my UT works fine, so if you manualle name yours to Asv Trade Beacon, i think it will work regardless of what the message says.
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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- Posts: 9
- Joined: Wed, 26. Jul 06, 02:00
Ok.. thanks, well, I actually found the problem. When I deployed my first one I backed into it and damaged it. I bought a new one and deployed it and it it worked no problem. I guess for them to work, they can't be damaged.
But, I must say.. GREAT script.. that is exactly would should be in the game.
But, I must say.. GREAT script.. that is exactly would should be in the game.
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- Posts: 14
- Joined: Tue, 27. Dec 05, 09:26
Man, what an awesomely elegant solution Zz! I have to say that this is one of the better thought-out scripts available. There are lots of scripts out there that let one go through and manually enter trade routes, or use some kludge or bug inherent in the game to force ships to use select regions of space, &ct. Yours uses an already avaliable resource in an extremely clever manner to notify ships to use/not use particular regions of space, in a way that makes sense in game - that's an amazing accomplishment, and one you should be proud of.
I read this whole thread and noticed that there were some issues regarding naming of the sats. I'm not sure how complete EgoSoft's scripting functions are, but if they have any sort of String.search(inputString, searchParams) function, you could quite easily make it so that all of the sats people want to tag as a Trade Beacon could also be used by the player for other purposes. All one would have to do is search for sat names containing the particular Trade Beacon sequence of letters, letting players use the rest of the name for their own notes.
Having your script search satillites for the letter sequence TB or ATB would allow players to have satellites with names like '25MJ Shields Here ATB'.
Simply concatenating (A)TB to a satellite name would allow you to rename all base (un-renamed) sats to 'Your (Advanced) Navigation Satillite (A)TB'. Providing the exact same functionality with greater flexibility, because all the concatenate function does is append a sequence onto the given base String.
Additionally, a player can tag any sat they desire with a 'TB' or 'ATB' designation at any time to bring sats in and out of the satellite trading network. A much simpler solution than tagging sats with 'Trade Beacon' or 'Advanced Trade Beacon'.
Depending on how powerful the string search funtions are, just having the letters 'T' and 'B' in the name might be enough.
AFAICT, ship names are of DATATYP_STRING, which means that the concatenate function is built-in.
Sorry about the length of the post - there's a lot of 'thinking out loud' in there, but the general idea is pretty easy to see. I haven't delved too much into the scripting language in the X games because I do a lot of that at work and just want to play the game. Again, this is excellent work!
I read this whole thread and noticed that there were some issues regarding naming of the sats. I'm not sure how complete EgoSoft's scripting functions are, but if they have any sort of String.search(inputString, searchParams) function, you could quite easily make it so that all of the sats people want to tag as a Trade Beacon could also be used by the player for other purposes. All one would have to do is search for sat names containing the particular Trade Beacon sequence of letters, letting players use the rest of the name for their own notes.
Having your script search satillites for the letter sequence TB or ATB would allow players to have satellites with names like '25MJ Shields Here ATB'.
Simply concatenating (A)TB to a satellite name would allow you to rename all base (un-renamed) sats to 'Your (Advanced) Navigation Satillite (A)TB'. Providing the exact same functionality with greater flexibility, because all the concatenate function does is append a sequence onto the given base String.
Additionally, a player can tag any sat they desire with a 'TB' or 'ATB' designation at any time to bring sats in and out of the satellite trading network. A much simpler solution than tagging sats with 'Trade Beacon' or 'Advanced Trade Beacon'.
Depending on how powerful the string search funtions are, just having the letters 'T' and 'B' in the name might be enough.
AFAICT, ship names are of DATATYP_STRING, which means that the concatenate function is built-in.
Sorry about the length of the post - there's a lot of 'thinking out loud' in there, but the general idea is pretty easy to see. I haven't delved too much into the scripting language in the X games because I do a lot of that at work and just want to play the game. Again, this is excellent work!
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- Joined: Thu, 24. Aug 06, 14:14
Can't get Limited MK3 Trader to work
http://forum2.egosoft.com/viewtopic.php ... sc&start=0
My game version is 1.4
I have placed the files from SatBasedMK3.zip in the correct \t and \scripts directories.
I placed Relay Satelites in the sectors i want to trade but in trade menu of my level 25 UT i dont have any "Satilite Limited Universal Trader," "Active Trade Beacon," "Deactivate Trade Beacon" buttons added.
What am i missing ?
Maybe i should use the .spk version? I am not good with scripts and such though.
Any help would be appreciated
My game version is 1.4
I have placed the files from SatBasedMK3.zip in the correct \t and \scripts directories.
I placed Relay Satelites in the sectors i want to trade but in trade menu of my level 25 UT i dont have any "Satilite Limited Universal Trader," "Active Trade Beacon," "Deactivate Trade Beacon" buttons added.
What am i missing ?

Maybe i should use the .spk version? I am not good with scripts and such though.
Any help would be appreciated

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- Posts: 324
- Joined: Wed, 20. Oct 04, 10:34
I did the same last night. I uninstalled it and reinstalled it. However, when I loaded up a saved game, there was no SatBasedTrader commands under the Trade Menu.
So I made a NEW save, EXITED and RELOADED this new saved game. I checked and all the commands are now in the Trade Menu.
Try it, it worked for me
So I made a NEW save, EXITED and RELOADED this new saved game. I checked and all the commands are now in the Trade Menu.
Try it, it worked for me
