[Script] SatelliteDeploy v1.12 (18/01/2006)
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- Posts: 248
- Joined: Sat, 10. Jul 04, 17:27
Well this script is certainly a good effort but I think you forgot one thing. Shouldn't the ships refrain from entering hostile sectors/sectors with hostiles present?
First thing I did when I got this script was equip 4 Argon Discos with 20 satalites and send them out to do their stuff. 1 hour later I check my message log and find they have all been destroyed in various sectors.
That makes for a huge loss in terms of the cost of the discos+sats+lack of sats deployed.
Overall without the ability to avoid dangerous sectors this script seems rather useless which is a real shame.
First thing I did when I got this script was equip 4 Argon Discos with 20 satalites and send them out to do their stuff. 1 hour later I check my message log and find they have all been destroyed in various sectors.
That makes for a huge loss in terms of the cost of the discos+sats+lack of sats deployed.
Overall without the ability to avoid dangerous sectors this script seems rather useless which is a real shame.
How do you put this variablefud wrote: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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- Posts: 1267
- Joined: Sat, 3. Dec 05, 03:40
Thats not a variable... Hes just saying what ever follows that on that same line is also included in the comment after its commented out.Gandalf88 wrote:How do you put this variablefud wrote: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 "..."
"..."
- dragonsblade71uk
- Posts: 236
- Joined: Sat, 8. Jul 06, 00:01
Hello, Bhruic! Why is it I see you wherever I go? And why are you always first to show up? I use several of your mods from other games you've written. You get around, man.
To business:
I was wondering today why my game seems to hiccup at the "tick" of the game (every 4 seconds or so). So I started closing down my ship orders one by one to see which one was the culprit.
With this script enabled, my CPU is running at 8%. With this script not enabled (but with 2 complexes, 15 UTs, and 10 other orders running) my CPU hovers at 1%-2%.
Something's up, here. Thought you might be curious.
To business:
I was wondering today why my game seems to hiccup at the "tick" of the game (every 4 seconds or so). So I started closing down my ship orders one by one to see which one was the culprit.
With this script enabled, my CPU is running at 8%. With this script not enabled (but with 2 complexes, 15 UTs, and 10 other orders running) my CPU hovers at 1%-2%.
Something's up, here. Thought you might be curious.
I know it's a few months past October but I just started playing X3 again when I heard they were releasing 2.0 dvd version without Starforce, but he did state there was a way in which to keep the sat deploy ship out of hostile sectors. You need to change the Friend/Foe setting for that ship for each race/group and any sector that belongs to the hostile ones the ship shouldn't enter. Now hostiles in friendly sectors is another storyCriminal_Colt wrote:Well this script is certainly a good effort but I think you forgot one thing. Shouldn't the ships refrain from entering hostile sectors/sectors with hostiles present?
First thing I did when I got this script was equip 4 Argon Discos with 20 satalites and send them out to do their stuff. 1 hour later I check my message log and find they have all been destroyed in various sectors.
That makes for a huge loss in terms of the cost of the discos+sats+lack of sats deployed.
Overall without the ability to avoid dangerous sectors this script seems rather useless which is a real shame.
I like to think of it as having good taste.Litcube wrote:Hello, Bhruic! Why is it I see you wherever I go? And why are you always first to show up? I use several of your mods from other games you've written. You get around, man.
Well, now that I can play again without having my dvd drive screwed up, I'm going to go over the script again and make some changes. Probably start it from scratch, as it was a learning experience the first time. Hopefully I'll be able to come up with something less of a resource hog.I was wondering today why my game seems to hiccup at the "tick" of the game (every 4 seconds or so). So I started closing down my ship orders one by one to see which one was the culprit.
With this script enabled, my CPU is running at 8%. With this script not enabled (but with 2 complexes, 15 UTs, and 10 other orders running) my CPU hovers at 1%-2%.
Something's up, here. Thought you might be curious.
Nice to see you again, btw.
Bh
Been running good on my computer so far Bhruic. Have satellites deployed in just about every friendly sector now. Was just wondering if there was a way that the satellite could automatically renamed "Your Advanced Satellite" or same for navigation satellite on the deploy from the ship with the sat deploy command instead of having to do every one manually for the Satellite Limited MK3 Universal Trader Script?
*Edit* Oh yeah thank you for your work on a great script =)
*Edit* Oh yeah thank you for your work on a great script =)
I think the version has changed and so has the filename and string ?Bhruic wrote:It's actually very easy to make it do unexplored sectors as well - there's a global flag '$bExplore' in bhr.deploy.satellites.xml - by default it is set to 0. Change it to 1, and pathfinding, satellite deployment and station selection will all allow for unexplored sectors.
Bh
Any chance of getting a couple of details to re-enable this to drop sats in unexplored sectors please ? Its handy for new games
Yeah I know what you mean with having multiple things named that same. I only use the single deployment for trading purposes mostly. If the satellite had the name "Your Advanced Satellite" on deployment I wouldn't have to change the name every time a sat got destroyed or something. I usually go through the list and check all the sats that say "Your Advanced Satellite" instead of the "Adv Trade Beacon" (name it gets when it's active in the Sat Limited Mk3 UT script) to see if it's "safe" to activate or not so would save some time and hassle. Also another thing. My sat deployment M5 is sitting in Heretic's End atm and says that he can't find a safe route to get to the other friendly sectors that don't have a sat. Only ones left are New Income, Ianamus Zura, and Eighteen Billion. There is a Xenon Sector in between those and the M5 but there's still a safe route if he went around?
- dragonsblade71uk
- Posts: 236
- Joined: Sat, 8. Jul 06, 00:01
Can't work it
Can't get it in the menu. Is this because I have renamed most of my satellites?
Player of computer space games since 1975!
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- Posts: 1
- Joined: Sun, 21. Aug 05, 06:50
FYI - This did not work for me until I installed the Extended Mod Pack. It'd probably be a good idea to mention that requirement at the top of this thread as is suggested by the EMP documentation. I'm sure there are others like me who resist installing unknown entities until they absolutely have to.
Otherwise, thanks greatly for your efforts.
Otherwise, thanks greatly for your efforts.