Bonus Pack move mk3 pilot command missing

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Cursed Ghost
Posts: 668
Joined: Sat, 2. Oct 04, 22:44
x3tc

Bonus Pack move mk3 pilot command missing

Post by Cursed Ghost »

Hi all

so after digging round round in the script editor I discovered that for some reason the move pilot command for the Trade Command MK3 software has been deliberately disabled up on opening setup.plugin.autotrade.xml and scrolling down a bit noticed the following lines had been commented out

Code: Select all

030   set script command upgrade: command=COMMAND_SIGN_MOVE_PILOT  upgrade=Special Command Software MK1
031   global script map: set: key=COMMAND_SIGN_MOVE_PILOT, class=Ship, race=Player, script='plugin.autotrade.movepilot.start', prio=0
After I uncommented them and saved the change and then reinitialising the scripting cache magically the command to move pilot reappeared under the special commands menu as it should after testing this out and confirming everything worked I closed the game down then I started it up again figuring that should be enough to solve the problem unfortunately upon reloading I discovered the command to move the pilot had vanished again so anyone have any idea why this command isn't loading by default even though I uncommented the above lines.
Last edited by Cursed Ghost on Fri, 24. Apr 26, 13:47, edited 1 time in total.
Cursed Ghost
Posts: 668
Joined: Sat, 2. Oct 04, 22:44
x3tc

Re: Bonus Pack move mk3 pilot command missing

Post by Cursed Ghost »

Ok so after further investigation I think I understand what's going on.

Even though setup.plugin.autotrade.xml is a signed script when I uncommented the command to move pilot to reactivated it and saved the change the signature was removed turning a signed script in an unsigned script and as unsigned scripts don't load automatically that is why the sector trader, universe trader and move pilot commands aren't loading on start up.

Seriously Ego if you are going to make changes like this then you need to update the documentation because the current documentation is misleading since it's describing features that don't exist because you disabled them.

Here is something else that was disabled.

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033   * Do  not  activate  this, children.  Would  spoil  your  fun.  Believe  us.  
034   *set script command upgrade: command=COMMAND_SIGN_DELIVERY_SERVICE  upgrade=Special Command Software MK1
035   *global script map: set: key=COMMAND_SIGN_DELIVERY_SERVICE, class=Ship, race=Player, script=lib.bm.delivery.wares, prio=0
not sure what this bit is supposed to do but I'm assuming its the part that delivers stuff like the jump drive if to the ship if it doesn't have one in my case that's irrelevant since I always out fit my ships manually upon buying them anyway so this would never trigger anyway.

Can you fix this and release an updated bonus pack or at the very least tell me how to fix this so I can get scripts to load on start up.

also while I'm on the subject you might also want to disable the part in plugin.autotrade.movepilot.xml that messes with the ships name because its confusing and its irritating having to change it manually.

also with regards to the part that moves equipment when transferring pilot this is more of a hassle than a help while I understand the author was trying to be helpful here in reality it just ends up being a nuisance since equipment is only partially transferred so I end up having to transfer the rest manually anyway therefore unless you want to spend time improving the transfer system to allow the player to choose what equipment gets transferred or you want to spend time making the transfer system optional assuming either is actually possible it would be better for the script to not transfer equipment when moving the pilot to a new ship and this is another change I made.

one other change I would recommend is the removal of the need to equip fight command software 1 and 2 as a prerequisite for activating the universe trader from plugin.autotrade.galaxycheck.xml because what is the point in requiring fight command software when you are allowed to run universe traders with out a weapon equipped if universe traders can operate without weapons then they should be able to operate without the fight command software 1 and 2 as well, this would lower set-up costs as you would only need a minimum of Trade Command MK3, Navigation Command Software, Jump Drive and Shields and a sufficiently experience pilot to activate a universe trader and while the Special Command Software isn't needed for activating universe traders it is required to do pilot transfers, and this is another change I've made.

another reason I recommend this is because we all know the out of sector combat mechanics are kind of janky anyway so the fact that your universe trader is armed isn't going to make the slightest bit of difference if they get attacked they will still get destroyed due to the way out of sector combat mechanics work therefore the smarter thing to do here is to have your universe traders detect when they are being targeted and activate emergency jump immediately before they can be attacked this way they don't need weapons and then they can just buy/sell wares at a different station.

I have also discovered that there is no level check for activating universe trader if you have Trade Command MK3, Navigation Command Software, Jump Drive, Shields and Fight Command Software MK1 and MK2 then even at level 0 the universe trader option lights up this is incorrect behaviour since the universe trader can't be started till the pilot is LV 8 therefore if the pilot is of insufficient level the universe trader option should remain greyed out, therefore in addition to removing the check for fight command software you need to add a check for pilot level.

it would also be nice to be able to ban my universe traders from trading in sectors where your ships frequently get attacked like in pirate sectors for example.

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