[Script][04-03-10] MarCon Ship Onboard Computer System Interface : [ V2 ]

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TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
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Post by TheEarl »

Hi !
I like the listing functions of this script.
But abandioned ships does not work for me.
I use Cygrows "Satellite Early Warning Network" and it messages me for abandomed ships. When i look into the sector, i can see a ship inside the range of my satellite. But the search with your tool gives no results. Do i need special equipment on the Playership to do this or is there a problem with SEWN ? I removed all satellites from SEWN and set them to standard advanced statellites but this didn't help.
mark_a_condren
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Post by mark_a_condren »

TheEarl

Hi

From what you wrote you arn't doing anything wrong, and no you don't need any special equipment, i figured the investment in Sat's was enough, cos they arn't cheap.

I can'tthink of anything off the top of my head. You said 'I like the listing functions of this script' (thanks for that btw) so the search scripts used by the various parts of the script are working (a lot of the search scripts use the same generic search scripts for objects with various input filters).

The only criteria needed is the sector is known to you and an adv sat in it.

I'll give it some more thought and see what i can come up with.

MarCon
TheEarl
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Post by TheEarl »

Of course I know the sector, where my sat is in :-)
When i look for lasers or wares on ship/stations, it works fine.
And this is very useful for me, i play as pirat and the loot is stored on some ships over the univers.
But the search abandoned ship is good to find some cheap m3 for my carrier. would be nice, if we find a fix.
thank you !
mark_a_condren
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Post by mark_a_condren »

TheEarl

What i might do is mod the search script for abandoned ships and take out the Sat requierment as a test to see if that is causing the issue in your case. I think that would be a good place to start. I wont get a chance to do it before tomorrow night though sorry.

If you can PM me an email addy i can sent the modded file to that would be good.

MarCon
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
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Post by TheEarl »

Hi again !
With the changed version i don't get a message now.
Bevor it was immidiatly "No results found", now nothing.
I waited a few minutes, in case it takes some time to search the universe.
mark_a_condren
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Post by mark_a_condren »

TheEarl

Me -> :gruebel:

If there are any abandoned ships about, that should have found them.

I'm still trying to work it out.

Can you list the mods and scripts you have installed please.

MarCon
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jocan2003
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Joined: Tue, 6. Mar 07, 17:48
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Post by jocan2003 »

When i strip the shiop i salvage the engine tuning is added to the carrier ever had a big carrier flying at 600???

I cant strip them without thinking im cheating as my speed and rudder get way overtuned :(
mark_a_condren
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Post by mark_a_condren »

jocan2003

Extract this to your 'scripts' folder, or extract and move. This will not remove 'Upgrades' from ships, Eng Tunnings, Cargobay Ext, Rubber Opts etc.


ZIP:
mc_recycle_ships_wares_main_xml.zip


MarCon
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jocan2003
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Post by jocan2003 »

Great thanks!
siath70
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Post by siath70 »

I have a suggestion since you asked.

Now, I haven't used it yet but if it doesn't do this how about the ability to do the reverse of strip a ship for upgrades and such.

That way you could select all your fighters in your fleet that aren't max and tell them to go get rudder and tuning and they will go to the nearest dock and do so. Same for stuff like fight commands and trade command you could make it selectable give a tally of what it would cost a player to upgrade those ships.

I mean they all have pilot right, pick up the come or send out a message for those pilots to go do their job. ;)

I know there's a lot of scripts that let carrier and such send out their fighters and stuff to get upgraded but there is no empire wide ability to do it.

Of course if their in different areas they would all just go to their nearest docks to get the things they need, including player ownder stations and docks.

Anyway I like all your scripts so I grabbed this one too :)

P.S. Do you want a server to use? I have a server and I can set you up an account where you can upload stuff for people to download. Hand someone doing that that was a modder here. I think he still uses it as I don't really look in on it and see if it's being used or not.
mark_a_condren
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Post by mark_a_condren »

Howdy siath70

It doesn't send ships to get stuff atm no. It does create a list of all the ships that need stuff. Definable by quite a few options (as you will find when you start using it and find your way around in the script)

It could be added in i suppose with a bit of work, unfortunatly getting the time atm is the problem. It's also been quite a while since i looked at the code in the script, my first baby (script) has been lacking in attension lately.

The whole script could do whith an overhaul as i have learnt a lot since writting it.

I have however been thinking along the same lines that a universe wide equip script would be a handy thing to have. Just have to see what happens.

After you have used the script for a bit get back to me and let me know what you think, good or bad.

MarCon

PS. let me think about the server offer for a bit, i'll get back to you. It's just keeping up with the update maintanance that i have to remember i suppose. A download mirror would be a good idea as well.
siath70
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Joined: Sun, 11. Jan 04, 03:03
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Post by siath70 »

I found a bug in it.

Don't be docked at where you're trying to strip eq from or it will lock X3 up.

I was at my PHQ docked and decided to try the strip function and as I was going through the ships the game locked up. I was cycling thrugh them not striping them looking for those I wanted to strip. So I don't know if it does it on striping though I don't know why you would want to strip your own ship.

I was like uh ok and did the who close the non responding program thing and loaded up X3 again, same thing.

short story even shorter I finally undocked and everything was fine, I docked again and it locked on me again.

I'll look at it some more tomorrow and see what else I can break. :P

Now about the server space, just to be clear, it's a place to store your work for back ups and a place to link for people to download. I can't give you webspace, I just though you could use a stable place for people to download from.
mark_a_condren
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Joined: Wed, 3. Aug 05, 05:05
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Post by mark_a_condren »

siath70

Found the problem. I was wondering what was going on cos i know that there is code to stop the player ship from being listed so you CAN'T strip the players ship :)

It was the damned 'continue' in the code hanging up! So i've altered 2 lines of code to fix it. Give the fix below a go.

This also includes the 'Don't remove upgrades' code as well.

mc_recycle_ships_wares_main_Lockup_fix_xml.zip

Extract this to your 'scripts' folder, or extract and move.
Now about the server space, just to be clear, it's a place to store your work for back ups and a place to link for people to download. I can't give you webspace, I just though you could use a stable place for people to download from.
Yes i realised you didn't mean webspace, but a file download server. :wink:


MarCon
siath70
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Post by siath70 »

Cool thanks.

Though you might think about putting a switch into the code for the upgrades.

Not talking about rudder, engine and cargo, to me that would be cheating.

But, stuff like docking computers and software, to me at least, always seemed like you should be able to remove them to your docks. I mean you can transfer them between ships right... :P

I know this is is a bit behind but how about the banking and stock tied into it?
Banking maybe has your grand total, dunno if it's do able, and stocks has your profit losses (current) and to date. The of course links to them.

Just a suggestion, if you need anything help of anything, let me know. I don't mind doing little things and helping out here and there. I would have fixed the problem last night and posted the fix here but it was way late, sorry.

PM if you need anything or wanna set up that mirror.
YOU can also email me I'll PM you the details.
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
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Post by mark_a_condren »

Though you might think about putting a switch into the code for the upgrades.

Not talking about rudder, engine and cargo, to me that would be cheating.

But, stuff like docking computers and software, to me at least, always seemed like you should be able to remove them to your docks. I mean you can transfer them between ships right...
No switch, but if the ship being stripped is at a dock, those items will be transfered accross :D

I know this is is a bit behind but how about the banking and stock tied into it?
Banking maybe has your grand total, dunno if it's do able, and stocks has your profit losses (current) and to date. The of course links to them.
This hasn't been updated since the other scripts were released, but yes that was the intension, to link them in and show basic info in the menu.

Just a suggestion, if you need anything help of anything, let me know. I don't mind doing little things and helping out here and there. I would have fixed the problem last night and posted the fix here but it was way late, sorry.

PM if you need anything or wanna set up that mirror.
YOU can also email me I'll PM you the details.
:D :D :D By now you prob have my PM to you !! hehehe.


MarCon
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
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Post by mark_a_condren »

Howdy All

Due to the efforts of siath70 a number of issues are being worked on. siath70 is intoducing some new options and bug fixes in the strip ships script and the bulk renaming script.

Due to these efforts i have also been looking at some other areas of the script that could use some updating.

Is there anything you would like to see added / changed etc. These include bugs you have found, options you would like to see, bla bla.

I'm also thinking of removing the 'Main Menu Style' option. Just to clean the code up a bit. I was going to remove the code for the older original style menu. Any objections?

So if you have any suggestions or what not, lets hear from you.

I would find it really hard to believe that there have been over 700 downloads of the script since this versions release and nobody thinks anything could be changed :o .

MarCon
Spectre84
Posts: 34
Joined: Sun, 15. Jul 07, 13:29
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Post by Spectre84 »

Hi,

First of all kudos for the time and effort put into this and your other mods.

I will just give a quick overview of my current game as I have done all the vanilla stuff to death.

I decided to try to do an all out war / take over the universe game using IR as the base and ADS to take out the micro management of defending sectors etc. I installed about 60 custom XSP ships and configured them myself to what I wanted and also gave some of them to each race which are all my enemies except Yaki and Teladi, any mod I installed as false patches so my ships wouldn't get screwed up (currently on 18cat / dat) and 35 plug in manager scripts and various other installed scripts to maximise universal carnage. I have been playing this game for about 6 months and I have taken over more than half the universe - wiped out the Paranid, Split and half the Terans

How I have managed to get all this community made stuff to work together and still have a playble game is a credit to the cooperation of all the different modders - thanks again to all of you. Anyway enough jabbering

I have been using this for quite a while and found it to be extremely useful, however when you are in your ships list is there any chance of opening the ships command console or an option to do this when you select the ship as I said I am currently doing a take over the universe type of game and i now have a lot of ships which are a nightmare to manage.
for example I have a universal salvager scouring the universe for derelict ships, with the normal search tools it is a nightmare to find where the ship is but with your searches it (and any other) is easy to find but i have to then close all the menus, go to the universe map, find the sector, open the sector etc. etc. and give it orders that is if it hasn't decided to jump to another sector which means start all over again and yet again for another ship.

you see what I mean?
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
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Post by mark_a_condren »

Hi Spectre84

Thank you for all the compliments to all the script and modding community, we all appreciate it. :thumb_up:
Spectre84 wrote:you see what I mean?
Yes i do see what you mean, in no small part due to a great background and issue explanation. Thanks for that, it helps a lot when people make what their problem is as clear as you did.

Now for the bad news, there is no direct way of doing what you would like via the script editor. However, there may be a work around. I will look into it very soon, just have to squeaze some time for it, and see if i can come up with a solution. My game (which i havn't had time to play in quite a while) has a vast amount of ships and stations scattered throughout the universe as well, hence why these scripts came into existance ... So i can relate to your request for direct access to the ship command menu.

Like i said, give me some time and i'll see what i can come up with.

If not, what kind of commands would you like to be able to issue to these ships?

MarCon
Spectre84
Posts: 34
Joined: Sun, 15. Jul 07, 13:29
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Post by Spectre84 »

Thanks for the quick reply.

I didn't think you could do it so easily as ADS has a simple set of command options for your ships which would be ok I suppose but finding your ships in ADS is as bad as vanilla

What about opening up the sector it is in then? in fact this would be the better option as finding the sectors which my ships are in is another nightmare. LV does a jump command script where you can type in more than just the first letter and find the sector which would be much easier but unfortunately this crashes my game so I can't use it.

I'm sure you know the story - "emrgency signal from......in Priests ha your never going to find me in time sector"

Or hmm I suppose a jump to me command would be the most useful preferably without using e cells (takes money instead or something?) so you can always use it.

I have LV's mk4 traders (these are the worst to find) and sometimes they jump to null space if they decide to jump to the same sector they re already in for an escape but they seem to jump out again. I have a couple of them stuck there at first I thought they had been destroyed but your script found them (nothing else does) and I suspect the reason they cannot jump out is because they have run out of e cells.

Or have you any ideas that would be easier to implement?
mark_a_condren
Posts: 1468
Joined: Wed, 3. Aug 05, 05:05
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Post by mark_a_condren »

@ Spectre84
Or hmm I suppose a jump to me command would be the most useful preferably without using e cells (takes money instead or something?) so you can always use it.
How about one that jumps the ship to your current sector, but when it arrives its shields are zero if it has no ecells onboard? As in they shunted all available shield energy into the jumpdrive to perform the jump.

Going to do some work on this starting now.

I'll see what i can come with in regards to other stuff while i'm at it.

Keep the ideas coming if you have any.

MarCon

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