[SCRIPT] Shiploot v1.04 (03. Dec. 2009)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 80
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This is a really fun script and a very nice enhancement, thanks for all the hard work!
I do have one request for future releases, can you change the wrecks so that once they spawn or are created to be non-hostile? Getting wreckage can be frustrating at times if I forget to turn my turrets off otherwise once I get near enough to capture the loot one of my lasers targets and destroys it before I have the chance to collec it, or other race's police forces will attack them.
I do have one request for future releases, can you change the wrecks so that once they spawn or are created to be non-hostile? Getting wreckage can be frustrating at times if I forget to turn my turrets off otherwise once I get near enough to capture the loot one of my lasers targets and destroys it before I have the chance to collec it, or other race's police forces will attack them.
The surest way to make something easy to use, with few errors, is to make it impossible to do otherwise
- Donald Norman
- Donald Norman
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- Posts: 1925
- Joined: Wed, 5. May 04, 01:10
Glad you like it 
Er ... the wreckage nav buoys are created hostile? Something's definitely going wrong then, they shouldn't be ... and never were in my tests. I'll look into it. Do you have other scripts installed?

Er ... the wreckage nav buoys are created hostile? Something's definitely going wrong then, they shouldn't be ... and never were in my tests. I'll look into it. Do you have other scripts installed?
As a personal service to all who try to keep up with my professional work:
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
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- Posts: 80
- Joined: Sun, 7. Jun 09, 15:07
I've got a lot of scripts installed, currently am using a custom mod (as the only 'mod' in the game. It's one I made to change some of the parameters on the PHQ that changes the storage space and reduce the build times).
The scipts/fake patches I've got in use are: Factory Complex Constructor, Cargo Delivery Service, X Plugin Manager, CheatCollectionPackage, Improved Boarding, cheat.reset.hull.shields, lazcorp crystal free spp, rff selective, complex cleaner, erweiters komplexzentrum, engine trails, gate no rep loss, advanced jumpdrive, community plugin configuration, the traveling mechanic, MARS, equipment research and development, nvidium processing plant, tc bounty boost, bulk beam upgrade, marine repairs, EMP, super tractor beam, ware manager, hotkey manager, tc medusa lv.lib 1.9, dma 1.3, shipexpansion 1.7b, player workshops, marine training manager, hangar manager, add orbital weapons platform to equipment docks, dock lockup fix, claim unknown sector, create jumpgates, property baron, add DECA to shipyard, beamdock, cbeam transporter, startion repacker, ship hijacker, shiploot, assets summary, dock ts to M1/TL, ship testdrive.
Most of the scripts are writen by Cycgrow or Gazz, anyone that could be installed via the XPlugin Manager have be done so through those means. Any kind of QA tests or scripts that you might want me to run to try and figure out the source I'll do anything necessary.
Not sure if its by design (from reading over the description don't think its supposed to) but when traveling in a M2 I have to be less than 2 km away before I can beam the scrap aboard, than if I'm in a basic TS like a Demeter Super Freighter I've been able to beam objects in as far away as 30 km. Not sure if that helps any, but seemed contradictory to what you'd originally intended.
The scipts/fake patches I've got in use are: Factory Complex Constructor, Cargo Delivery Service, X Plugin Manager, CheatCollectionPackage, Improved Boarding, cheat.reset.hull.shields, lazcorp crystal free spp, rff selective, complex cleaner, erweiters komplexzentrum, engine trails, gate no rep loss, advanced jumpdrive, community plugin configuration, the traveling mechanic, MARS, equipment research and development, nvidium processing plant, tc bounty boost, bulk beam upgrade, marine repairs, EMP, super tractor beam, ware manager, hotkey manager, tc medusa lv.lib 1.9, dma 1.3, shipexpansion 1.7b, player workshops, marine training manager, hangar manager, add orbital weapons platform to equipment docks, dock lockup fix, claim unknown sector, create jumpgates, property baron, add DECA to shipyard, beamdock, cbeam transporter, startion repacker, ship hijacker, shiploot, assets summary, dock ts to M1/TL, ship testdrive.
Most of the scripts are writen by Cycgrow or Gazz, anyone that could be installed via the XPlugin Manager have be done so through those means. Any kind of QA tests or scripts that you might want me to run to try and figure out the source I'll do anything necessary.
Not sure if its by design (from reading over the description don't think its supposed to) but when traveling in a M2 I have to be less than 2 km away before I can beam the scrap aboard, than if I'm in a basic TS like a Demeter Super Freighter I've been able to beam objects in as far away as 30 km. Not sure if that helps any, but seemed contradictory to what you'd originally intended.
The surest way to make something easy to use, with few errors, is to make it impossible to do otherwise
- Donald Norman
- Donald Norman
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- Posts: 1925
- Joined: Wed, 5. May 04, 01:10
Thanks for the info about the looting distance in a TS, no, that's not intended.
I don't know what is going wrong that you get hostile wrecks though. I asked in the german thread, no other player seems to have that issue.
The wrecks are created as belonging to the "Unknown" race, with race logic disabled. I didn't recognize any in your list of scripts, do you maybe use anything that adds a race?
I don't know what is going wrong that you get hostile wrecks though. I asked in the german thread, no other player seems to have that issue.
The wrecks are created as belonging to the "Unknown" race, with race logic disabled. I didn't recognize any in your list of scripts, do you maybe use anything that adds a race?
As a personal service to all who try to keep up with my professional work:
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
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- Posts: 80
- Joined: Sun, 7. Jun 09, 15:07
When I open up the cheat menu and do something like create a ship (used to be my way of test driving a ship before LV's testdrive script) and noticed that my character's name is listed as a race. This could be as a result from DMA in that I've purchased a couple of sectors, where it puts my character's name as the race. I'll look through your script to see if somehow it got changed, otherwise will see if I can change the race ownership to fix the problem that seems unique to my case.Mailo wrote:Thanks for the info about the looting distance in a TS, no, that's not intended.
I don't know what is going wrong that you get hostile wrecks though. I asked in the german thread, no other player seems to have that issue.
The wrecks are created as belonging to the "Unknown" race, with race logic disabled. I didn't recognize any in your list of scripts, do you maybe use anything that adds a race?
The transport range of various ships seems to be inverted from what (I think) you intended. M1's need to be < 1.9 km to beem something aboard (if they don't get destroyed) and any TS class ship (TS/TM/TL) has vritually unlimited range. I'll lyk if I can get the loot hostilities fixed first, since I end up destroying probably 2/3 of the loot created getting enough to make even one consumable takes an enormous amount of time and luck.
The surest way to make something easy to use, with few errors, is to make it impossible to do otherwise
- Donald Norman
- Donald Norman
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- Posts: 1925
- Joined: Wed, 5. May 04, 01:10
No, your name is always shown as the player race, that's not a problem. Could you please use the cheat script to create a ship belonging to the "Unknown" race and see if that one turns up hostile as well?
If all else fails, could you zip your mod, script and t folders, include a savegame and upload that file somewhere? Otherwise I'm pretty much out of luck, since I cannot reproduce the error.
To help you over the problem, you can change the race used to Argon, or the player race, that should stop the buoys from being attacked in race sectors at least.
The relevant part is line 30 in the script "plugin.mailo.shiploot.destroy":
If all else fails, could you zip your mod, script and t folders, include a savegame and upload that file somewhere? Otherwise I'm pretty much out of luck, since I cannot reproduce the error.
To help you over the problem, you can change the race used to Argon, or the player race, that should stop the buoys from being attacked in race sectors at least.
The relevant part is line 30 in the script "plugin.mailo.shiploot.destroy":
Code: Select all
030 $buoy = = create ship: type=Argon Navigational Beacon 5051 owner=Unknown addto=$deathsec x=$deathpos.x y=$deathpos.y z=$deathpos.z
As a personal service to all who try to keep up with my professional work:
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
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- Posts: 80
- Joined: Sun, 7. Jun 09, 15:07
I ended up changing the create wreckage script (believe that was the one) ingame; changing the wreckage from unknown race to friendly race. The loot now turns blue so at least my own turrets down blow it away or any friendly fighters nearby.
As to the distance looting, is what I'm experiencing 180 as to what was inteneded? Is a M1/TL supposed to be able to pick up the loot from a further distance than a M5 or regular TS? I believe I know where those errors may be stemming from; if my hunch is correct chaning the script that is causing your's to malufunction will definitely crash the game. Though not the ideal solution, I could go in and swap 180 what the stats should be for looting distancing which should set them to their intended behaviour.
Believe that the looting distance anomolies are coming from some modifications I made to the PHQ file in the 03.dat file to reduce production times while still keeping the prices and resources the same (the phq hack mod felt too much like cheating since it didn't require any resources or money so made my own to customize it to something more realistic), and also in doing so changing the auto-dock distances to fix some problems I was having with Atmospheric lifters destroying themselves and the dock upon docking; whereby I changed the docking distances to 2x of what they were originally.
As to the distance looting, is what I'm experiencing 180 as to what was inteneded? Is a M1/TL supposed to be able to pick up the loot from a further distance than a M5 or regular TS? I believe I know where those errors may be stemming from; if my hunch is correct chaning the script that is causing your's to malufunction will definitely crash the game. Though not the ideal solution, I could go in and swap 180 what the stats should be for looting distancing which should set them to their intended behaviour.
Believe that the looting distance anomolies are coming from some modifications I made to the PHQ file in the 03.dat file to reduce production times while still keeping the prices and resources the same (the phq hack mod felt too much like cheating since it didn't require any resources or money so made my own to customize it to something more realistic), and also in doing so changing the auto-dock distances to fix some problems I was having with Atmospheric lifters destroying themselves and the dock upon docking; whereby I changed the docking distances to 2x of what they were originally.
The surest way to make something easy to use, with few errors, is to make it impossible to do otherwise
- Donald Norman
- Donald Norman
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- Posts: 1925
- Joined: Wed, 5. May 04, 01:10
No, not 180 degrees turned around. In the first version, on had to fly up to 50m to a wreckage. Since this was pretty stupid, I increased it to 200m. Then I noticed that the distance the script sees is not the one the player sees. The script editor counts the distance between the centers of objects, which means a capital class ship really cannot get close enough.
So I set the distance requirement depending on the class of the player ship ... and there I simply forgot the classes TS, TP and TM
Looking at the code, there is simply no distance limit whatsoever for those three classes. I'll fix it in the next version, but don't worry about it, it has absolutely no negative sideeffects.
So I set the distance requirement depending on the class of the player ship ... and there I simply forgot the classes TS, TP and TM

As a personal service to all who try to keep up with my professional work:
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
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- Posts: 1925
- Joined: Wed, 5. May 04, 01:10
No, I left bail % alone, the wreckage is spawned by a secondary signal linked to "SIGNAL_KILLED". The signal doesn't fire on ships that bailed (but fires TWICE on any ship that is destroyed since X3TC 2.5
).
By the way, imagine my surprise when I found that some other scripts regularly create and immediately destroy one instance of every ship in the game from time to time ... by stumbling on huge clouds of wrecks. Took me a while to figure out where they came from.
All shipclasses except M5 are eligible for the creation of wrecks (the chance for one to be created upon destruction is 25% ... didn't want too much litter).
And thanks

By the way, imagine my surprise when I found that some other scripts regularly create and immediately destroy one instance of every ship in the game from time to time ... by stumbling on huge clouds of wrecks. Took me a while to figure out where they came from.
All shipclasses except M5 are eligible for the creation of wrecks (the chance for one to be created upon destruction is 25% ... didn't want too much litter).
And thanks

As a personal service to all who try to keep up with my professional work:
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
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- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Hmmm... found this odd seeing how I have an M1 I'm using currently. Says you can use 3 ships M1 being one of them... now... try to salvage the wreaks using an M1 and... NOTHING happens... apparently M1's can't salvage wreaks even though supposedly they are suppose to with this... also the wreaks are turning up red to me after ships are killed... even if my own ships are killed the wreaks are red to me so it's kinda hard to collect when my ship's turrets are blasting away at the stuff I want to salvage
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- Posts: 393
- Joined: Fri, 26. Dec 03, 13:37
If you disable this script though the AL menu, it will still keep spawning the Wreckage beacons afterwards, even if you delete all the scripts (In which case they become ReadText7401-4).
Was able to fix this by modifing the plugin.mailo.shutdown by adding the following lines to it
It looks like just having the one for SHIPS doesn't remove all the others that were linked in the startup script.
Was able to fix this by modifing the plugin.mailo.shutdown by adding the following lines to it
Code: Select all
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M4 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M3 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M2 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M1 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M6 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M7 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M8 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TS name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TM name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TP name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TL name='mailo.loot.killsig'
There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods
Armegeddon's X3 scripts and mods
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- Posts: 1925
- Joined: Wed, 5. May 04, 01:10
Ouch, thanks, I'll take a look at it ... hopefully I'll get a chance this weekend.
These ship classifications in the script editor are the stuff nightmares are made of ... every time you think you have it finally figured out, something like this happens.
Sorry for being out of touch, had a really tough month at work and a death in the family.
These ship classifications in the script editor are the stuff nightmares are made of ... every time you think you have it finally figured out, something like this happens.
Sorry for being out of touch, had a really tough month at work and a death in the family.
As a personal service to all who try to keep up with my professional work:
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
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- Posts: 22
- Joined: Sun, 19. Apr 09, 22:49
Possible to set a command to automate the wreck looting?
Kinda annoying to go under 1km range just to loot it in the middle of the battle and watching over 30 wrecks there in a 15km radius.
Whilst I could command another ship to loot spefically those wrecks.
Oh and I love this MOD you've created, brings more interrest into the game
Kinda annoying to go under 1km range just to loot it in the middle of the battle and watching over 30 wrecks there in a 15km radius.
Whilst I could command another ship to loot spefically those wrecks.
Oh and I love this MOD you've created, brings more interrest into the game

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Need some help.
Have the script where you can hire a mechanic and salvage wrecks. I have him assigned to a ship, just wonder what the next step is to salvaging a wreck?
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Not sure if you are still updating or are even open to suggestions but I noticed you are still trying to implement "Ultimate Mechanic" via a plot and perhaps still figure out what you want the "Ultimate Mechanic" to do.
Well here is my thought, once you get the plot finished the reward is that the Ultimate Mechanic can implement one of two optional upgrades into one ship; A) The mechanic can add any one weapon platform to the ship as long as the cargo bay can contain it. As well as install ONE of the chosen weapons. B) The mechanic can add two shield generators of the maximum variety allowed onto a chosen ship (ie current shielding is 5x 200MJ, with upgrade 7x 200MJ).
Well here is my thought, once you get the plot finished the reward is that the Ultimate Mechanic can implement one of two optional upgrades into one ship; A) The mechanic can add any one weapon platform to the ship as long as the cargo bay can contain it. As well as install ONE of the chosen weapons. B) The mechanic can add two shield generators of the maximum variety allowed onto a chosen ship (ie current shielding is 5x 200MJ, with upgrade 7x 200MJ).