[X³] Camouflage Device ST1 - Version 1.04C 01/15/2006
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Excuses I must disappoint you, it, however, does not work.
I fly to a xenon sector with activated device (your changes are used), and I was dead after only 30 seconds.
The first 3 or 5 ships stops the attack on me but the other ships fire all guns to my Test-Discoverer.
And this result I have with the old script-settings too.
I fly to a xenon sector with activated device (your changes are used), and I was dead after only 30 seconds.
The first 3 or 5 ships stops the attack on me but the other ships fire all guns to my Test-Discoverer.
And this result I have with the old script-settings too.
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Hi Black_BPG,
Maybe they have no interrupt's inside. In this case your right, they go on and cannot be stopped.
INFO for the engl. speaking audiance: Will be discused further (how to develop it more) in the german forum. Will post new info/upcomings when we get some more light into this here as well.
German Forum link: http://forum2.egosoft.com/viewtopic.php ... 23#1887123
regards
wanderer
hm, can you post the scripts, which are running on those ships?Blacky_BPG wrote:Excuses I must disappoint you, it, however, does not work.
I fly to a xenon sector with activated device (your changes are used), and I was dead after only 30 seconds.
The first 3 or 5 ships stops the attack on me but the other ships fire all guns to my Test-Discoverer.
And this result I have with the old script-settings too.
Maybe they have no interrupt's inside. In this case your right, they go on and cannot be stopped.
INFO for the engl. speaking audiance: Will be discused further (how to develop it more) in the german forum. Will post new info/upcomings when we get some more light into this here as well.
German Forum link: http://forum2.egosoft.com/viewtopic.php ... 23#1887123
regards
wanderer
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OK not sure what's being said here?
Do you mean I have to change the scripts myself i.e. the green writting or are those the changes you made to the script?
The script I downloaded and bought and then activated on my ships. The device works fine agains pirates but not against Xenons.
how do I tell what version I am running in game as I already had this plugin loaded and on my ships when I downloaded it again at a later date and overwrite the scripts in t and script folders.
Would I have to stop them running on all ships, kick the old devices out and buy new ones? and even make sure they have stopped running in the global scripts?
Edit: Maybe I should have said that I have XTM running on my game. I also noticed that Xenons was switched to no as friends in the IA I switched it to friends to see if that made any difference figuring if they was on no then it my interfere with the Camo script but even when they are on friends they still are red and very hostile.
Edit: Ok so they are soposed to remain red... well that may be what I didn't understand.
I think the massive ships can shoot over a lot longer range and that is what is happening. The smaller ships do not seem to attack unless I attack them maybe. I will try getting close to the small Ls and stuff to see.
any way thanks.
Stay safe!
Hansaw
Do you mean I have to change the scripts myself i.e. the green writting or are those the changes you made to the script?
The script I downloaded and bought and then activated on my ships. The device works fine agains pirates but not against Xenons.
how do I tell what version I am running in game as I already had this plugin loaded and on my ships when I downloaded it again at a later date and overwrite the scripts in t and script folders.
Would I have to stop them running on all ships, kick the old devices out and buy new ones? and even make sure they have stopped running in the global scripts?
Edit: Maybe I should have said that I have XTM running on my game. I also noticed that Xenons was switched to no as friends in the IA I switched it to friends to see if that made any difference figuring if they was on no then it my interfere with the Camo script but even when they are on friends they still are red and very hostile.
Edit: Ok so they are soposed to remain red... well that may be what I didn't understand.
I think the massive ships can shoot over a lot longer range and that is what is happening. The smaller ships do not seem to attack unless I attack them maybe. I will try getting close to the small Ls and stuff to see.
any way thanks.
Stay safe!
Hansaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells
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Nope this Script does not work with Xenons. At least not patrols.
I have downloaded the 1.04C deleted all other Camo files from scripts and t folders replaced them with 1.04C files, went bought the device Went to ship's command and loaded it in so the ship is running the device. Then set off to find Xenons and an LX Turret started to shoot me to bits.
5MJ shield is no good when up against 14 Xenon ships lol.
Stay safe!
Hansaw
I have downloaded the 1.04C deleted all other Camo files from scripts and t folders replaced them with 1.04C files, went bought the device
Spoiler
Show
(you can buy it from Talardi, The headquarters in Home of light and the research station in Great Trench).
5MJ shield is no good when up against 14 Xenon ships lol.
Stay safe!
Hansaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells
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Hey Hansaw,
There is no new release from Blacky_BPG out yet. So in case you want to change it, I can provide mine to you (PM me). Plz, see them as 'in Test'. I also changed a little bit more in the meantime (since 2006 it's quite some time...). So, now enemies who are under control of the camouflage script are now cyan. So, you can see ships that are affected.
How this scripts work (so you may see/understand the problems):
When bought and activated, the script 'plugin.camouflageST1.player' is run on the selected ship. Player or OOS ships. This script scans every 1.5sec for enemies in range (15km). If found, the enemy ship will recive a script interrupt/script call to start script 'plugin.camouflageST1.enemy'. This script now sets the enemy ship as a friend and sets the player ships as no target. There is a timer how long the enemy ship will be under camouflage control, I set it to 30sec. After that the enemy will follow its former scripttasks. Also, every spotted enemy ship will be stored inside an array as local (ship) variable.
Now, I still have to mention several problems:
(Most are told earlier in this forum topic)
- Not all ships will come under the camouflage script when your ship arrives. This is mainly the problem of the running scripts on the enemy ships. If these scripts have no breakpoints or the ships are under direct control of a squad leader. It may that the camouflage is not working on such ships. Mostly Xenons and Khaaks.
- XTM Mod (using 0.7.2) This MOD generates a lot more enemy activity. So, the universe get's more dangerous. Means, a lot of battlegroups are spawned and traveling. The change to be detected, means the camouflage script on the enemy side not running, is significant higher!!
E.g.: I use this scripts on ALL my traders (uni, sector, Lucikes traders, ...) - When your ships travel through Xenon sectors, you have a 40:60 change! You can see several ships under camouflage control, and several not. There is no 100% security that all enemy ships will be under camouflage control.
- Turret problems with enemy ships. We do not know yet, why some ship have the camouflage script running and still the turrets are fireing at you.
- CPU: Well, not recomended for massive ship fleets.
- Influencing battles:
Hä, hä - lots of enemies may sitting like ducks when approching them with the camouflage device - easy shot'm up - also for other races ! (This, because, the camoulfage script stops their actual running script!)
{Idea: Maybe I will set them to '...move around for XXX sec. ...
- someday...}
Hopefully you got now most of the information regarding this script.
regards.
Yes, you are correct. The 'green' writing above was my first changes for this script package. If you're not so familiar with scripting its a little difficult.Hansaw wrote:OK not sure what's being said here?
Do you mean I have to change the scripts myself i.e. the green writting or are those the changes you made to the script?
...
There is no new release from Blacky_BPG out yet. So in case you want to change it, I can provide mine to you (PM me). Plz, see them as 'in Test'. I also changed a little bit more in the meantime (since 2006 it's quite some time...). So, now enemies who are under control of the camouflage script are now cyan. So, you can see ships that are affected.
How this scripts work (so you may see/understand the problems):
When bought and activated, the script 'plugin.camouflageST1.player' is run on the selected ship. Player or OOS ships. This script scans every 1.5sec for enemies in range (15km). If found, the enemy ship will recive a script interrupt/script call to start script 'plugin.camouflageST1.enemy'. This script now sets the enemy ship as a friend and sets the player ships as no target. There is a timer how long the enemy ship will be under camouflage control, I set it to 30sec. After that the enemy will follow its former scripttasks. Also, every spotted enemy ship will be stored inside an array as local (ship) variable.
Now, I still have to mention several problems:
(Most are told earlier in this forum topic)
- Not all ships will come under the camouflage script when your ship arrives. This is mainly the problem of the running scripts on the enemy ships. If these scripts have no breakpoints or the ships are under direct control of a squad leader. It may that the camouflage is not working on such ships. Mostly Xenons and Khaaks.
- XTM Mod (using 0.7.2) This MOD generates a lot more enemy activity. So, the universe get's more dangerous. Means, a lot of battlegroups are spawned and traveling. The change to be detected, means the camouflage script on the enemy side not running, is significant higher!!
E.g.: I use this scripts on ALL my traders (uni, sector, Lucikes traders, ...) - When your ships travel through Xenon sectors, you have a 40:60 change! You can see several ships under camouflage control, and several not. There is no 100% security that all enemy ships will be under camouflage control.
- Turret problems with enemy ships. We do not know yet, why some ship have the camouflage script running and still the turrets are fireing at you.
- CPU: Well, not recomended for massive ship fleets.
- Influencing battles:

{Idea: Maybe I will set them to '...move around for XXX sec. ...

Hopefully you got now most of the information regarding this script.
regards.
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Yes thanks Wanderer.
I understand what your saying a bit more now. I will PM you for the script some time but right now I have other problems...
Game crash problems.
Once I have found my X3 CD and made a new install I will be ready to PM you for the script.
Thanks lots.
Stay safe!
Hansaw
I understand what your saying a bit more now. I will PM you for the script some time but right now I have other problems...
Game crash problems.
Once I have found my X3 CD and made a new install I will be ready to PM you for the script.
Thanks lots.
Stay safe!
Hansaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells
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Script removal problems
Hi all.
I downloaded [Xł] Camouflage Device ST1 script and after few hours I decided to uninstall that. So what I did actually. First - I destroyed installed device by ejecting it form a cargo hold and blowing it with a firefly missile (that's for sure
). By using script editor I deleted three files related with this device and saved the game and exited to win. When I loaded my saved game and .. . camouflage device was still available to purchase from specialist eq. docks:evil:. Script files does not longer exists but ware does. How can I get rid of this ware now ?
I downloaded [Xł] Camouflage Device ST1 script and after few hours I decided to uninstall that. So what I did actually. First - I destroyed installed device by ejecting it form a cargo hold and blowing it with a firefly missile (that's for sure

Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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I'll take on now my former work as first, origin developer of this script.subzero22 wrote:Does anyone know if this still works for v2.5
And take over Blacky_BPG's wonderful work here.
First analyzing Blacky_BPG's version. Then will looking forward release a Version for X3-Reunion 2.5 and additional, X3-TC 3.1.
I'm sure need to change the ID of the textfile and textpage to avoid conflicts with other scripts.
And will take a look for free or rare used command slots...
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There is no chance to port the script to TC or AP.LucyBlue wrote:It looks like my first post will be a bit of necromancy.
Any chance you could port the script to TC or AP? Pretty please?
These versions are working very different to the former ones.
Tried much but never found a way to make these functions work in TC.
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Re: you're right it DOES conflict...
Wondering...rafezetter wrote:I'm getting "readtext 2011-1251" instead of the command to use it and 1251 is already mentioned as part of this so there is a conflict, I'm running 2.5. Dunno if it's a conflict with an addon or something else.SpaceTycoon wrote:I'll take on now my former work as first, origin developer of this script.subzero22 wrote:Does anyone know if this still works for v2.5
And take over Blacky_BPG's wonderful work here.
First analyzing Blacky_BPG's version. Then will looking forward release a Version for X3-Reunion 2.5 and additional, X3-TC 3.1.
I'm sure need to change the ID of the textfile and textpage to avoid conflicts with other scripts.
And will take a look for free or rare used command slots...
or could someone post how to change this? I'm familiar with the script editor a lil bit so I could do it myself possibly.
OK just disabled all my addons and its still giving the same readtext error so it's something else....
any help would be appreciated as this seems to be about the only way to make my UT's last longer than a few hours, even with modified UT behavior AND locked sectors.... i'm really starting to get quite depressed at how suicidal they are..
Here is the content of my textfile 447078.xml in folder "t":
Code: Select all
<?xml version="1.0" encoding="UTF-8" ?>
- <language id="44">
- <page id="2008" title="Commandmenue and command" descr="Type of commandmenue (12) and no. of command (17)">
<t id="1217">CMD_ST_CAMOUFLAGE</t>
</page>
- <page id="2010" title="Long commands" descr="Long expression of commands. In command console of ship at left and for info of ship.">
<t id="1217">\033YCamouflage Device active\033X</t>
</page>
- <page id="2011" title="Short commands" descr="Short expression of commands. In command console of ship at right and in cockpit.">
<t id="1217">Cmflg.active</t>
</page>
- <page id="2022" title="Commandinfo" descr="Command information. Read in commandmenue by pressing key i.">
<t id="1217">This command activates the Camouflage Device.\nIt stay active until command *None* for this slot is choosen.</t>
</page>
- <page id="7077" title="SpaceTycoon messages" descr="Messages from script to player" voice="yes">
<t id="1217">{17,4833}{13,1352}</t>
</page>
</language>
And this is the call of the textfile in setup-script "setup.camouflageST1.xml:
Code: Select all
001 * Use language textfile ID 4x7078 - inside the file Page ID 7077
002 load text: id=7078
The new id you like to use, you need to figure out if its not occupied by other scripts.
At the bottom of the setup script "setup.camouflageST1.xml" find these lines:
Code: Select all
065 * Bind new commands to ships and product
066 global script map: set: key=CMD_ST_CAMOUFLAGE, class=Moveable Ship, race=Player, script='plugin.camouflageST1.player', prio=0
067 set script command upgrade: command=CMD_ST_CAMOUFLAGE upgrade=Tarnvorrichtung
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This should be the number the OP "Blacky" used.
You can easy change this 1251. Load file 447780.xml to NotePad.
Change all 1251 to 1252.
I checked this number, its only used by " Large Ship Ware Manager by fortysix2nz".
If you dont use this script "Large Ship Ware Manager..." its safe to use the 1252 (COMMAND_TYPE_SHIP_52).
In this topic http://forum.egosoft.com/viewtopic.php?t=96340 scroll down to see the used commands and possible conflicts.
After changing this in the file 447780.xml you need to change the lines in the "setup..." script (see above) to fit to this new command.
"Read text" errors typically result in the loss of a textfile (folder "t").
If a player ware become installed, its saved in the save game.
If you delete the scripts and the textfiles, you dont delete the content in save game.
So the ware stays in game at stations and ships.
But because the textfile/scripts are deleted, the name of the ware cannot become resolved and so the game shows the code (Read Text - ....).
To solve the Read text problem, you need to write a remove - script and run it once. An example for a remove script see below:
You can easy change this 1251. Load file 447780.xml to NotePad.
Change all 1251 to 1252.
I checked this number, its only used by " Large Ship Ware Manager by fortysix2nz".
If you dont use this script "Large Ship Ware Manager..." its safe to use the 1252 (COMMAND_TYPE_SHIP_52).
In this topic http://forum.egosoft.com/viewtopic.php?t=96340 scroll down to see the used commands and possible conflicts.
After changing this in the file 447780.xml you need to change the lines in the "setup..." script (see above) to fit to this new command.
"Read text" errors typically result in the loss of a textfile (folder "t").
If a player ware become installed, its saved in the save game.
If you delete the scripts and the textfiles, you dont delete the content in save game.
So the ware stays in game at stations and ships.
But because the textfile/scripts are deleted, the name of the ware cannot become resolved and so the game shows the code (Read Text - ....).
To solve the Read text problem, you need to write a remove - script and run it once. An example for a remove script see below:
Code: Select all
001 * Empty global variable and define Ware to remove
002 set global variable: name='NavSoftST1' value=null
003 $shipupgrade = Navigationssoftware ST1
004
005 * Remove ware from all Equiment Docks, Headquarters and Pirate Docks in galaxy
006 $stationclass = Equipment Dock
007 AgainForPirates:
008 $maxsectX = get max sectors in x direction
009 while $maxsectX > 0
010 dec $maxsectX =
011 $maxsectY = get max sectors in y direction
012 while $maxsectY > 0
013 dec $maxsectY =
014 $sectorname = get sector from universe index: x=$maxsectX, y=$maxsectY
015 $Station = find station: sector=$sectorname class or type=$stationclass race=null flags=[Find.Nearest] refobj=null maxdist=null maxnum=null refpos=null
016 if $Station -> exists
017 if $Station -> trades with ware $shipupgrade
018 $Station -> remove product from factory or dock: $shipupgrade
019 end
020 end
021 if $stationclass != Pirate Dock
022 * Remove software from playerships
023 $FindFlags = [Find.IncludeDocked] | [Find.Multiple]
024 $PlayerShips = find ship: sector=$sectorname class or type=Ship race=Player flags=$FindFlags refobj=null maxdist=null maxnum=200 refpos=null
025 $AmountShips = size of array $PlayerShips
026 while $AmountShips > 0
027 dec $AmountShips =
028 $OneShip = $PlayerShips[$AmountShips]
029 = $OneShip -> add -1 units of $shipupgrade
030 end
031 end
032 end
033 end
034 if $stationclass != Pirate Dock
035 $stationclass = Pirate Dock
036 goto label AgainForPirates
037 end
038
039 * Remove command from all ships
040 global script map: remove: key=CMD_ST_JUMP_AND_DOCK, class=Ship, race=Player
041 global script map: remove: key=CMD_ST_JUMP_TO_POSITION, class=Ship, race=Player
042
043 return null
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can confirm it works with 2.5..
after some messing about and a subsequent re-install of x3r without some addons, I can confirm that this works with 2.5 "out of the box".
I can't tell you which one tho was causing the conflict, as I took out quite a few I didn't like the flavour of...
ok heres some i left out from my previous:
-bonuspack afterburner (unselected on install)
-from cycrows pack: capitolship crews, merchants guild, passenger slaves, smugglers guild, station trader camper, tractorbeam merchant, shield batteries&nano, ecm system, electromagnetic-pulse cannon, emergency space transporter, missile targetting software, move freebieships, piratebase locator, racers guild, salvage insurance contract, spacefly hunting software, taxidrivers guild, errm... that's it
so if you have any of those they might be the problem..... if you ask REALLY REALLY nicely i'll post my list of current mods that don't conflict... between the 2 you might find the offender
I can't tell you which one tho was causing the conflict, as I took out quite a few I didn't like the flavour of...
ok heres some i left out from my previous:
-bonuspack afterburner (unselected on install)
-from cycrows pack: capitolship crews, merchants guild, passenger slaves, smugglers guild, station trader camper, tractorbeam merchant, shield batteries&nano, ecm system, electromagnetic-pulse cannon, emergency space transporter, missile targetting software, move freebieships, piratebase locator, racers guild, salvage insurance contract, spacefly hunting software, taxidrivers guild, errm... that's it

so if you have any of those they might be the problem..... if you ask REALLY REALLY nicely i'll post my list of current mods that don't conflict... between the 2 you might find the offender

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Ok a brand new install of x3, new game (borked my 5day save didn't I, silly me) still without the above addons and even though I'm not getting "readtext" error, the ware is available for sale, but it's not showing up in my instructions anywhere.
what bit might be conflicting? the numbered.xmls? if I go through them one by one from my "installed addons folder" a DT folder I keep with all the DL bits for X3 to see if 2 mods are using the same? or is it not that simple?
what bit might be conflicting? the numbered.xmls? if I go through them one by one from my "installed addons folder" a DT folder I keep with all the DL bits for X3 to see if 2 mods are using the same? or is it not that simple?