Bullwinkle's List
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Hi again !
I used 'Super Script Killer Hotkey' and it is a really good thing.
Normally you cant take over bailed pirate ships from missions.
There are other solutions, i think, but if i use the hotkey on them, they are ok. I dont know, if they have a bad job, that prevents me from taking them or if it is another bug.
But one thing: i used it randomly on my own TM with docked ships. After this, the ships where gone (not undocked). Does your script clear the enviroment ? Or are they at sector null now ? If you need more testing by me, please tell me, what to do.
I used 'Super Script Killer Hotkey' and it is a really good thing.
Normally you cant take over bailed pirate ships from missions.
There are other solutions, i think, but if i use the hotkey on them, they are ok. I dont know, if they have a bad job, that prevents me from taking them or if it is another bug.
But one thing: i used it randomly on my own TM with docked ships. After this, the ships where gone (not undocked). Does your script clear the enviroment ? Or are they at sector null now ? If you need more testing by me, please tell me, what to do.
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TheEarl wrote:I used 'Super Script Killer Hotkey' and it is a really good thing.
Thanks for the report, Earl!
Normally you cant take over bailed pirate ships from missions.
There are other solutions, i think, but if i use the hotkey on them, they are ok.
Yes, there are other solutions, but none are as thorough as SSK. I made SSK because the other solutions are incomplete in one way or another.
I dont know, if they have a bad job, that prevents me from taking them or if it is another bug.
Typical problems are a script running on the ship that does not end when the ship changes ownership (could be a job) or that the ship has already been targeted by other ships. If you steal a ship from a Return Ship mission it will fall into the latter category.
Ooh, yeah. That would be bad! I did not anticipate that, and I will update the main post to warn people not to do it. If you run SSK on a ship with docked ships, the docked ships will be destroyed. Sorry. But thanks for letting us know!i used it randomly on my own TM with docked ships.
.
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Always a plessureThanks for the report, Earl!

I havn't checked the script, but a possible workaround is to put the ships to another temporary enviroment (or sector null?) and back after. Or if this is not possible, simple do not run it on a ship with docked ships.Ooh, yeah. That would be bad! I did not anticipate that, and I will update the main post to warn people not to do it. If you run SSK on a ship with docked ships, the docked ships will be destroyed. Sorry. But thanks for letting us know!
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I might be able to fix it so that it will work on carriers with docked ships. I can certainly stop the script and warn the player in-game. Good idea.TheEarl wrote:do not run it on a ship with docked ships.
One way or the other, I will post an update. I may also add a way to run the script from a menu (in addition to the hotkey).
Last edited by DrBullwinkle on Thu, 23. Aug 12, 19:28, edited 1 time in total.
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Well, i tried it with success 
I loooked at Hangar Manager by Lucike.
(So better credit him)
I added this code after the passengers routine in your 'lib.bw.clone.ship'.
Feel free to use it !

I loooked at Hangar Manager by Lucike.
(So better credit him)
I added this code after the passengers routine in your 'lib.bw.clone.ship'.
Feel free to use it !
Code: Select all
* docked ships
$Array.dockedShips = $target.ship->get ship array from sector/ship/station
$asize = size of array $Array.dockedShips
while $asize > 0
dec $asize =
$dockedShip = $Array.dockedShips[$asize]
$dockedShip->put into environment $newShip
$dockedShip->send signal {SIGNAL_DOCKED} : arg1=null, arg2=null, arg3=null, arg4=null
end
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Oh, good thinking, Earl. I was going to call SSK recursively. But it should not be necessary on the docked ships, so your solution is quick, easy, and effective.TheEarl wrote:Well, i tried it with success
I will include it in the next version of SSK. Thanks!
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Your solution would do the script killilng on the docked ships, too.
Its your choice.
One thought to this is:
There can be a mission, where a npc ship docks at your ship.
So if the owner of a docked ship is not the owner of the carrier, then only move it and don't kill the script. Maybe the mission won't break then.
(Yes, I think too much)
But I have other questions:
Is it save to install your hacked version of 'Improved Boarding' over Cycrows version ? I agree in most hacks you did, the most important for me is the doubled range that I would do on myself. What is interessting, is the constant speed.
Then a question about boarding pods to fragmentation:
Can they be destroyed by random ?
I think MARS ignores them, but they are not indestructable.
Is this correct ?
Its your choice.
One thought to this is:
There can be a mission, where a npc ship docks at your ship.
So if the owner of a docked ship is not the owner of the carrier, then only move it and don't kill the script. Maybe the mission won't break then.
(Yes, I think too much)
But I have other questions:
Is it save to install your hacked version of 'Improved Boarding' over Cycrows version ? I agree in most hacks you did, the most important for me is the doubled range that I would do on myself. What is interessting, is the constant speed.
Then a question about boarding pods to fragmentation:
Can they be destroyed by random ?
I think MARS ignores them, but they are not indestructable.
Is this correct ?
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It would be unusual for docked ships to require SSK, so your solution should work for most cases. It has the advantage of being done and partially tested. 
Yes, you can install my version of Improved Boarding over Cycrow's, although that will result in two entries in the Plugin Manager. To keep the PM interface clean, just uninstall Cycrow's version before installing mine.
I made the space walking speed constant after watching my marines in flight. The original script seemed to slow the marines down too quickly, as if the WAITs were not working properly. I experimented with different WAIT times but could not get the loop to function correctly, so I simply commented it out.
The result is that the marines can actually space walk effectively, for the first time ever in either TC or AP. In my tests, it works much better than vanilla. I will be interested in hearing reports about the new space walking effectiveness.
Regarding making Boarding Pods fragmentation type, yes, they can still be destroyed. My test case was a MARS-equipped Xenon K (M2) with a bunch of flak cannons. That was the most extreme boarding situation that I could think of.
I tested multiple times (launching from a Sirokos with 30 marines in two waves). The results were that I lost marines on each attempt, but enough survived to capture the ship.
MARS certainly does not ignore fragmented missiles (including boarding pods). However, it cannot shoot down all of the fragments, so some get through. That is the essence of the mod: It makes boarding against advanced turret scripts possible. Not easy; but possible.
.

Yes, you can install my version of Improved Boarding over Cycrow's, although that will result in two entries in the Plugin Manager. To keep the PM interface clean, just uninstall Cycrow's version before installing mine.
I made the space walking speed constant after watching my marines in flight. The original script seemed to slow the marines down too quickly, as if the WAITs were not working properly. I experimented with different WAIT times but could not get the loop to function correctly, so I simply commented it out.
The result is that the marines can actually space walk effectively, for the first time ever in either TC or AP. In my tests, it works much better than vanilla. I will be interested in hearing reports about the new space walking effectiveness.
Regarding making Boarding Pods fragmentation type, yes, they can still be destroyed. My test case was a MARS-equipped Xenon K (M2) with a bunch of flak cannons. That was the most extreme boarding situation that I could think of.

I tested multiple times (launching from a Sirokos with 30 marines in two waves). The results were that I lost marines on each attempt, but enough survived to capture the ship.
MARS certainly does not ignore fragmented missiles (including boarding pods). However, it cannot shoot down all of the fragments, so some get through. That is the essence of the mod: It makes boarding against advanced turret scripts possible. Not easy; but possible.
.
Last edited by DrBullwinkle on Thu, 23. Aug 12, 22:18, edited 3 times in total.
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Yes, that. Do it all in the PM. It's not even a required step; it just keeps your Plugin Manager list neat.TheEarl wrote:is it ok to uninstall and directly install your version and then start the game ?
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Hi there!
I just "found" your script killer. It made my day. I lost about 30 ships to that vanishing ship bug, one of those my hard earned Yokohama.
I have a little (I hope it really is...
) request for you. Could you please make the script call recursive for docked ships? I have the Salvage command suit and NPC-Bailing. After a big fight I start my sector salvager to claim all derelict ships for me. They then dock at a carrier (it's a really big one modded in from family pride game start). Usually I have 50+ ships docked afterwards. And exactly there they disappear after some time.
When I think about it: It would make even more sense if it would be possible to call scriptkiller for all docked ships EXCEPT the carrier.
Please
I just "found" your script killer. It made my day. I lost about 30 ships to that vanishing ship bug, one of those my hard earned Yokohama.

I have a little (I hope it really is...

When I think about it: It would make even more sense if it would be possible to call scriptkiller for all docked ships EXCEPT the carrier.
Please

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"Jetzt zeige ich dir, wie ein Borone kämpft!" - "Hier ist mein Schiff."
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I am glad you like Super Script Killer, Thias. Thanks for the report!
I can probably make SSK recursive. That will settle the question that TheEarl raised a few days ago.
If you don't hear from me in a week, poke me with a stick or something.
I can probably make SSK recursive. That will settle the question that TheEarl raised a few days ago.
If you don't hear from me in a week, poke me with a stick or something.

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Thank you.
I noticed a glitch while using your script. I remember havin this problem a while ago, when I was playing TC XTC Mod. Some ships, that I took over seem to hide there equipement from certain menus. I have a Vali for example. I transferred some lasers to her. I can use those lasers, but I am not able to remove them. They somply do not apppear in the ware exchange list. If I exchange something, lets say energy cells, and I transfer all of them to the Vali, the line with the Energy cells vanishes completely just after pressing Enter to confirm the ware exchange.
One other thing about those ships: their cargo hold seems to be too full compaired to the quantity of wares they have stored.
Did you ever come across that kind of problem?
I noticed a glitch while using your script. I remember havin this problem a while ago, when I was playing TC XTC Mod. Some ships, that I took over seem to hide there equipement from certain menus. I have a Vali for example. I transferred some lasers to her. I can use those lasers, but I am not able to remove them. They somply do not apppear in the ware exchange list. If I exchange something, lets say energy cells, and I transfer all of them to the Vali, the line with the Energy cells vanishes completely just after pressing Enter to confirm the ware exchange.
One other thing about those ships: their cargo hold seems to be too full compaired to the quantity of wares they have stored.
Did you ever come across that kind of problem?
"Jetzt zeige ich dir, wie ein Borone kämpft!" - "Ziel verlässt Feuerrreichweite."
"Jetzt zeige ich dir, wie ein Borone kämpft!" - "Hier ist mein Schiff."
"Jetzt zeige ich dir, wie ein Borone kämpft!" - "Hier ist mein Schiff."
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I have seen that problem but I use SSK to FIX it.Thias wrote:Some ships, that I took over seem to hide there equipement from certain menus. ... They simply do not appear in the ware exchange list.
I do not know what causes the problem, but it is not SSK. (Probably)
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Another thought regarding ships that do not show all wares in the freight transfer dialog:
The times when it happened to me were when I was experimenting with ship modifications. I suspect that it has something to do with a mismatch between TShips and the Saved Game (although I have no conclusive test cases).
In any case, SSK has always fixed the problem for me.
I will be curious if you find more information about this behavior.
The times when it happened to me were when I was experimenting with ship modifications. I suspect that it has something to do with a mismatch between TShips and the Saved Game (although I have no conclusive test cases).
In any case, SSK has always fixed the problem for me.
I will be curious if you find more information about this behavior.
Peace through superior firepower
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Today I did a small test. Captured Odysseus, that was NPC-bailed in a war sector via Salvage Command Suite. Jumped it over to my HQ-Sector. I had to transfer a Jumpdrive and EC to it. Jumped back myself - Save. Tryed to retransfer the Jumpdrive and other wares and components-> no problem. Buzzed it with SSK -> no more transfering back to me possible. Loaded my save - retried with the same result. Before usage of SSK, transfer works. Afterwards not.
I'll have to test that with some bought ship, too.
Edit: Bought ship -> No problem. I'll have to test several bailed ships. To find whether the problem is NPC-bailing- , warzone- , SCS- or even generally bailing- related...
I'll have to test that with some bought ship, too.
Edit: Bought ship -> No problem. I'll have to test several bailed ships. To find whether the problem is NPC-bailing- , warzone- , SCS- or even generally bailing- related...
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Interesting. I will investigate.Thias wrote:Tried to retransfer the Jumpdrive and other wares and components-> no problem. Buzzed it with SSK -> no more transfering back to me possible.
.
Last edited by DrBullwinkle on Fri, 31. Aug 12, 20:17, edited 2 times in total.
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Thanks for the report, krnja21. I am glad to hear that you like the list, and I especially appreciate the good report about Improved Boarding.krnja21 wrote:hey Dr B just wanted to say your list rocks and the improved boarding hack rocks even more! Started TC again and after finding this thread decided to go full modded. Best decision i made in a whileAwesome work dude!
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Update
Super Script Killer (SSK)
Super Script Killer (SSK) v1.06 fixes possible bug in freight transfer menu (TheEarl, Thias).
Thanks to TheEarl for his in-depth testing and bug-hunting (and to Thias for his report).
.
Super Script Killer (SSK)
Super Script Killer (SSK) v1.06 fixes possible bug in freight transfer menu (TheEarl, Thias).
Thanks to TheEarl for his in-depth testing and bug-hunting (and to Thias for his report).
.
Last edited by DrBullwinkle on Mon, 3. Sep 12, 00:40, edited 1 time in total.
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