[SCRIPT] Military Base Response revamp v2.16 [2011-10-27]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

joe johnson wrote:You mean the JSON libraries? Yes, I installed all of the required packages which are linked on the first page, except of the No Station Wrecks mod.
Is there maybe a way/mod/tool to enable extended logging to see whats happening?
Seems odd. I have never heard of that issue in connection to MBRR. Did you install both as spks?
joe johnson
Posts: 5
Joined: Tue, 6. May 08, 18:59

Post by joe johnson »

Yes, both SPKs.
Ok, i think its best when I try to make a fresh install only with MBRR to see if its working without all the other stuff.
Do you know if its possible to install XRM after I installed MBRR? Or is it necessary to install XRM first?
Thank you for your help! I will report if I solve the problem.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

joe johnson wrote:Yes, both SPKs.
Ok, i think its best when I try to make a fresh install only with MBRR to see if its working without all the other stuff.
Do you know if its possible to install XRM after I installed MBRR? Or is it necessary to install XRM first?
Thank you for your help! I will report if I solve the problem.
XRM install order doesnt matter in this instance. Scripts and Mods are two different things. I would uninstall mbrr, json and the ECS which are the required files and reinstall. See if that helps.
joe johnson
Posts: 5
Joined: Tue, 6. May 08, 18:59

Post by joe johnson »

joelR wrote: XRM install order doesnt matter in this instance. Scripts and Mods are two different things. I would uninstall mbrr, json and the ECS which are the required files and reinstall. See if that helps.
Ok, I reinstalled everything and now it works. Pretty sure that I did everythng the same, but who knows...I must have messed up the first time.
Thanks for the help.
I just played for a few hours and the mods/scripts are unbelievable! Great work!
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

joe johnson wrote:
joelR wrote: XRM install order doesnt matter in this instance. Scripts and Mods are two different things. I would uninstall mbrr, json and the ECS which are the required files and reinstall. See if that helps.
Ok, I reinstalled everything and now it works. Pretty sure that I did everythng the same, but who knows...I must have messed up the first time.
Thanks for the help.
I just played for a few hours and the mods/scripts are unbelievable! Great work!
Glad you got it working.
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

for those who tries to get MBRR working in X3AP, copy paste the following codes and replace the origin in setup.plugin.mbase.xml (open with notepad)

Code: Select all

<?xml version="1.0" standalone="yes"?>
<?xml-stylesheet href="x2script.xsl" type="text/xsl"?>
<!--Produced externally by the Exscriptor-->
<script>
   <name>setup.plugin.mbase</name>
   <version>4</version>
   <engineversion>44</engineversion>
   <description>Military Base: set up</description>
   <arguments />
   <sourcetext>
      <line linenr="001" indent=""> </line>
      <line linenr="002" indent=""><var>$nul = </var><text></text><var>null </var><text></text></line>
      <line linenr="003" indent=""><var>$page.id = </var><text></text><var>7107 </var><text></text></line>
      <line linenr="004" indent=""><text>load text: id=</text><var>$page.id</var><text></text></line>
      <line linenr="005" indent=""> </line>
      <line linenr="006" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
      <line linenr="007" indent=""><comment>* Menu (JSON) vars</comment></line>
      <line linenr="008" indent=""> </line>
      <line linenr="009" indent=""><text></text><var>$locals.jsonobj =</var><text> get global variable: name=</text><var>'mbase.locals.jsonobj'</var><text></text></line>
      <line linenr="010" indent=""><var>if </var><text></text><var>$locals.jsonobj == null </var><text></text></line>
      <line linenr="011" indent=" "><comment>* Create jsonobj to store global variables used in config menu</comment></line>
      <line linenr="012" indent=" "><comment>* <text></text><var>$locals.jsonobj =</var><text> = read text: page=</text><var>$page.id</var><text> id=</text><var>10000</var><text></text></comment></line>
      <line linenr="013" indent=" "><comment>* <text></text><var>$locals.jsonobj =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.parse</call><var></var><text> : json=</text><var>$locals.jsonobj</var><text> </text></comment></line>
      <line linenr="014" indent=" "><comment>* <text>set global variable: name=</text><var>'mbase.locals.jsonobj'</var><text> value=</text><var>$locals.jsonobj</var><text></text></comment></line>
      <line linenr="015" indent=" "><comment>* <text>gosub </text><var><var>subCommitJSONToGlobals</var><text>:</text></var><text></text></comment></line>
      <line linenr="016" indent=""><text>end</text></line>
      <line linenr="017" indent=""> </line>
      <line linenr="018" indent=""> </line>
      <line linenr="019" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
      <line linenr="020" indent=""><comment>* Create invalid ship list</comment></line>
      <line linenr="021" indent=""> </line>
      <line linenr="022" indent="" interruptable="@"><text></text><var> =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.mbase.cfg.invalids</call><var></var><text> :</text></line>
      <line linenr="023" indent=""> </line>
      <line linenr="024" indent=""> </line>
      <line linenr="025" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
      <line linenr="026" indent=""><comment>* Add to community config menu</comment></line>
      <line linenr="027" indent=""> </line>
      <line linenr="028" indent=""><text></text><var>$plugin.name =</var><text> = read text: page=</text><var>$page.id</var><text> id=</text><var>1</var><text></text></line>
      <line linenr="029" indent="" interruptable="@"><text></text><var> =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.config.addscript</call><var></var><text> : Plugin Name=</text><var>$plugin.name</var><text>  Author=</text><var>'ThisIsHarsh'</var><text>  Script Name=</text><var>'plugin.mbase.cfg.mnu'</var><text>  Display author=</text><var>[FALSE]</var><text>  Add to section=</text><var>null</var><text>  Menu=</text><var>null</var><text> </text></line>
      <line linenr="030" indent=""> </line>
      <line linenr="031" indent=""> </line>
      <line linenr="032" indent=""><comment>* ----------------------------------------------------------------------------------------</comment></line>
      <line linenr="033" indent=""><comment>* Set up signals/commands.</comment></line>
      <line linenr="034" indent=""> </line>
      <line linenr="035" indent=""><text>global script map: set: key=</text><var>SIGNAL_ATTACKED</var><text>, class=</text><var>Station 2016</var><text>, race=</text><var>null</var><text>, script=</text><var></var><call>plugin.mbase.sig.attacked.station</call><var></var><text>, prio=</text><var>100</var><text></text></line>
      <line linenr="036" indent=""> </line>
      <line linenr="037" indent=""><text>global secondary signal map: add signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Moveable Ship 2134</var><text> script=</text><var></var><call>plugin.mbase.tkvr.spawn.sig</call><var></var><text> prio=</text><var>10000</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="038" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Drone</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="039" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Fighter Drone (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="040" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Fighter Drone MKII (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="041" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Freight Drone 2092</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="042" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Keris (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="043" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Tracker Mine (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="044" indent=""><text>global secondary signal map: remove signal=</text><var>SIGNAL_CHANGESECTOR</var><text> race=</text><var>null</var><text> class=</text><var>Spacefly (object class)</var><text> name=</text><var>'mbase.tkvr.spawn.sig'</var><text></text></line>
      <line linenr="045" indent=""> </line>
      <line linenr="046" indent=""><var>$cmd = </var><text></text><var>COMMAND_TYPE_SHIP_25 </var><text></text></line>
      <line linenr="047" indent=""><text>set script command upgrade: command=</text><var>$cmd</var><text>  upgrade=</text><var>[TRUE]</var><text>  script=</text><var></var><call>plugin.mbase.scan.cmdchk</call><var></var><text></text></line>
      <line linenr="048" indent=""><text>global script map: set: key=</text><var>$cmd</var><text>, class=</text><var>Moveable Ship 2134</var><text>, race=</text><var>Player</var><text>, script=</text><var></var><call>plugin.mbase.scan.timer</call><var></var><text>, prio=</text><var>0</var><text></text></line>
      <line linenr="049" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Drone</var><text>, race=</text><var>Player</var><text></text></line>
      <line linenr="050" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Fighter Drone (object class)</var><text>, race=</text><var>Player</var><text></text></line>
      <line linenr="051" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Fighter Drone MKII (object class)</var><text>, race=</text><var>Player</var><text></text></line>
      <line linenr="052" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Freight Drone 2092</var><text>, race=</text><var>Player</var><text></text></line>
      <line linenr="053" indent=""><text>global script map: remove: key=</text><var>$cmd</var><text>, class=</text><var>Keris (object class)</var><text>, race=</text><var>Player</var><text></text></line>
      <line linenr="054" indent=""> </line>
      <line linenr="055" indent=""> </line>
      <line linenr="056" indent=""><var>$cmd.scan.on.defend = </var><text></text><var>9996 </var><text></text></line>
      <line linenr="057" indent=""><var>$cmd.scan.on.invade = </var><text></text><var>9997 </var><text></text></line>
      <line linenr="058" indent=""><var>$cmd.scan.off = </var><text></text><var>9998 </var><text></text></line>
      <line linenr="059" indent=""><text>add ship custom command: id=</text><var>$cmd.scan.on.defend</var><text></text></line>
      <line linenr="060" indent=""><text>add ship custom command: id=</text><var>$cmd.scan.on.invade</var><text></text></line>
      <line linenr="061" indent=""><text>add ship custom command: id=</text><var>$cmd.scan.off</var><text></text></line>
      <line linenr="062" indent=""> </line>
      <line linenr="063" indent=""> </line>
      <line linenr="064" indent=""><text>return </text><var>null</var><text></text></line>
      <line linenr="065" indent=""> </line>
      <line linenr="066" indent=""> </line>
      <line linenr="067" indent=""> </line>
      <line linenr="068" indent=""><var>subCommitJSONToGlobals</var><text>:</text></line>
      <line linenr="069" indent="" interruptable="@"><text></text><var>$local.arr =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.get</call><var></var><text> : json object=</text><var>$locals.jsonobj</var><text>  member=</text><var>'locals'</var><text>  idx0=</text><var>null</var><text>  idx1=</text><var>null</var><text>  idx2=</text><var>null</var><text> </text></line>
      <line linenr="070" indent=""><text></text><var>$local.idx =</var><text> size of array </text><var>$local.arr</var><text></text></line>
      <line linenr="071" indent=""> </line>
      <line linenr="072" indent=""><var>while </var><text></text><var>$local.idx </var><text></text></line>
      <line linenr="073" indent=" "><text>dec </text><var>$local.idx</var><text> =</text></line>
      <line linenr="074" indent=" "><text></text><var>$local =</var><text> </text><var>$local.arr</var><text>[</text><var>$local.idx</var><text>][</text><var>1</var><text>]</text></line>
      <line linenr="075" indent=" " interruptable="@"><text></text><var>$local.name =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.get</call><var></var><text> : json object=</text><var>$local</var><text>  member=</text><var>'var'</var><text>  idx0=</text><var>null</var><text>  idx1=</text><var>null</var><text>  idx2=</text><var>null</var><text> </text></line>
      <line linenr="076" indent=" " interruptable="@"><text></text><var>$local.value =</var><text> </text><var>$nul</var><text></text><var> -> </var><text>call script </text><var></var><call>plugin.JSON.get</call><var></var><text> : json object=</text><var>$local</var><text>  member=</text><var>'value'</var><text>  idx0=</text><var>null</var><text>  idx1=</text><var>null</var><text>  idx2=</text><var>null</var><text> </text></line>
      <line linenr="077" indent=" "><text>set global variable: name=</text><var>$local.name</var><text> value=</text><var>$local.value</var><text></text></line>
      <line linenr="078" indent=""><text>end</text></line>
      <line linenr="079" indent=""><text>endsub</text></line>
      <line linenr="080" indent=""> </line>
      <line linenr="081" indent=""><text>return </text><var>null</var><text></text></line>
      <line linenr="082" indent=""> </line>
      <line linenr="083" indent=""> </line>
   </sourcetext>
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Last edited by expnobody on Thu, 22. Dec 11, 07:46, edited 1 time in total.
summer time..
Bobisback
Posts: 81
Joined: Fri, 20. Nov 09, 03:10

Post by Bobisback »

found a small issue, not a big deal tho, if you request a expense claim and then hit esc when it asks for how many, it makes all your points disappear and inserts null where ever you once had points.
i64man
Posts: 451
Joined: Sun, 7. Nov 10, 18:27
x3tc

Post by i64man »

So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.

I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
User avatar
Yacek
Posts: 3157
Joined: Wed, 18. Jul 07, 11:44
x3tc

Post by Yacek »

i64man wrote:So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.

I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
I do not recommend. AP has a built-in script RRF.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
sneakbyte
Posts: 27
Joined: Sun, 21. Feb 10, 07:36
x3tc

Post by sneakbyte »

Major bug happening in my game at the moment at heretics end. There is split and paranid attacking the terrans at this sector. While i have an escort terran scabbard for the terran plot (the terran scabbard gets invloved in the fight and does not want to leave, it can't die and stays at 93% hull unable to advance due to the presence of paranid and split M7. M1, M2 etc. I am neutral to all three factions involved in this fight. is there a way I can force spawn a few fully decked terran M2's to mop up this sector?
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

i64man wrote:So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.

I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
just copy paste the codes and replace the origin in that file, i just modified the setup script a little. the script is working fine and i am using it
summer time..
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

Yacek wrote:
i64man wrote:So the only way to get the MBRR to work with AP, is to copy that long string into the pluggin.

I wish I had the necessary skills to make sure that I won't mess up the game and had to start from scratch. I will give it a shot, but is there anyone out there that will consider make this compatible with AP?
I do not recommend. AP has a built-in script RRF.
they dont seem to conflict each other.
summer time..
prsmcarty
Posts: 5
Joined: Sat, 7. Jan 06, 09:21
x3

Post by prsmcarty »

I dont understand the reconnisance uplink part. I have it set in adittional commands for my player ship but is just says "recon off" how do i enable it so i can call in reinforcements? I have enough prestige to call in reinforcements, and when I use extended comms on a military outpost it says I can use the recon uplink to call reinforcements but I cant figure out how to actually do it
Last edited by prsmcarty on Thu, 22. Dec 11, 12:15, edited 1 time in total.
lich83
Posts: 110
Joined: Tue, 4. May 10, 10:43
x3tc

Post by lich83 »

sneakbyte wrote:Major bug happening in my game at the moment at heretics end. There is split and paranid attacking the terrans at this sector. While i have an escort terran scabbard for the terran plot (the terran scabbard gets invloved in the fight and does not want to leave, it can't die and stays at 93% hull unable to advance due to the presence of paranid and split M7. M1, M2 etc. I am neutral to all three factions involved in this fight. is there a way I can force spawn a few fully decked terran M2's to mop up this sector?
Use Cycrows cheat package - create ship, or move TP to different sector using the same..
sneakbyte
Posts: 27
Joined: Sun, 21. Feb 10, 07:36
x3tc

Post by sneakbyte »

Okay my previous issue was solved. Now like another poster i want to figure out the defence uplink thing

Requirements for calling defense forces:

50 military prestige points (configurable). (I have 117)
Police license (except Terran and Xenon) (configurable). (have the license)
Player must have positive notoriety with sector owner. (Can access core sectors and buy from shipyards, i assume this means i am in positive notoriety
Player ship must have sector owner set as friend in friend/foe settings. (checked everyone is friend but ka ak and xenon).

How do i call upon the rapid defence force and get them to defend a border or core sector from their race?

Also it seems pirates cannot hold their own against an invasion fleet.
expnobody
Posts: 698
Joined: Wed, 17. Nov 10, 03:23

Post by expnobody »

Xenon Sector doesnt look like can ever be capture..it keep spawning M7s and M3s..
summer time..
nap_rz
Posts: 1383
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by nap_rz »

is the author of this mod considering moving this mod to AP?

btw, how are the khaaks in this mod? I notice the lack of mention of these bugs in the 1st page, do they invade? become more aggressive?
Black_Bird
Posts: 1357
Joined: Wed, 6. Nov 02, 20:31
xr

Post by Black_Bird »

Good evening,

I'm using the Millitary Base Response rrevamp-Mod and got a problem with a plot. more precisely the "New Home" Plot, where you get your own sector. I'm stuck in the very first mission, where i have to jump to Dannas Change, to examine Xenons ships.

The problem is, neither the Xenon Deca nor her escort ships are visible.
Is there any possibility to play the Plot anyway?
Or do i have to start from the beginning again?

Best regards
Black_Bird
icer
Posts: 99
Joined: Wed, 28. Jul 10, 17:48
x3tc

Post by icer »

got a question regarding the sector takeover part:

is the sector take over part working? im on AP and sided with the terrans they launched an assualt on xenon sector and everything is destoryed but they still havnt taken control of it and xenon shops just spawn out of no where every few mins

is that suppose to happen or is something wrong with it??
risbosix
Posts: 60
Joined: Sat, 16. Sep 06, 22:45
x3tc

Post by risbosix »

Hello there, so here's my setup

X3TC latest patch
Xtended

Lucik script collection + Xtended fix
http://forum.egosoft.de/viewtopic.php?t=271491

Pirate guilde V3
http://forum.egosoft.com/viewtopic.php?t=263688

Military base response rewamp
http://forum.egosoft.com/viewtopic.php?t=254599

Yaki Armada 2
http://forum.egosoft.com/viewtopic.php?t=270587

Anarkis defense system
http://forum.egosoft.com/viewtopic.php?t=264358


The issue is, destroyers don't use there mains canons, only the anti fighters stuff...

Destroyers only use small armament i don't see there big gun neither moving nor shooting

I did a freight scan and i saw stuff was here only not 'active'

Otherwise rest of the game is fine, as far i saw all scripts runs well

Fighters an corvettes attack me normally, don't know how to explain better

I did some test and i found it could be related to military base response

After uninstalling the script everything where fine, i killed some teladi and then reinstalled the script

After that few of them where still ok but the "response" don't use there main canon :-/


Any clue?

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