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

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Reisser
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Post by Reisser »

Yes - I use your little hotfix and for now it works fine (three captured M3 still in repair-progress *g*). There is only a noob-crew of mechanics at work - so the delay is long enough for the moment.

Perhaps in future someone will script somethink like a ship-garage where it will cost time, credits and material for repairing own ships. Not as much as repairing them in a shipyard of course *g* - but it would be nice to have such a place where to send ships to ;)
russbo
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Post by russbo »

Just FYI, I'm getting game lock ups, and I think it's due to this script. Is there an interaction between this and Codea, or Graxsters Marine Training Manager?
XanII
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Post by XanII »

Does this even work in 2.5?
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Scoob
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Post by Scoob »

Hi,

I'm using this in 2.5 with Codea and it's working just fine, possibly MTM has a conflict as I don't use that.

Cheers,

Scoob.
Protrader
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Post by Protrader »

Kakurate wrote:If anyone is interested, I've made a couple of changes to the script to suit my personal tastes.

- Marines will repair other damaged ships while docked at any kind station if the station isn't damaged
- Marines will repair up to 80% of the hull while the ship is moving, but any more and you will need to be not moving. (Simulates them having to get outside and work on it.

* What I plan on adding.
- Marine effectiveness will be affected by their engineering skill.

If you are interested in getting the updated files, send me a PM and i'll send you the updates.
The idea of being stopped to simulate marines crawling on the hull is pretty good. I am not sure I would want to be on a spacewalk when a ship is moving, dodging fire, ect..
Phezzan
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Post by Phezzan »

Performance Suggestion:

Exclude Sats, lasertowers, etc. from the repair array in main.

I modified my local copy of: plugin.tatakau.repair.main
I increased the wait to 50ms and the global script took 22 seconds to complete. After looking around a lot I finally realized I was running on too many things.

In main:

Code: Select all

 $ships = get ship array: of race Player class/type=Ship 
becomes:

Code: Select all

 $ships = get ship array: of race Player class/type=Moveable Ship 
It now completes in 7 seconds despite my 50ms wait.

Have I bugged something or is this a real performance gain?

------------------------------------------------------------------------

On an unrelated note (continuing the 'it feel like cheating' thread)
I suggest you modify repair.single to return TRUE if the shields are down.

The marines are busy trying to get the shields up before they will attempt to repair hull and armor.

I assume my Marines are repairing the ship from within, but they won't stand next to the outer hull while it's taking damage.

----------------------------------------------------------

If you want to make repairs less frequent, modify the Artificial life timer in plugin.tatakau.repair.al:

search for 'timer interval'
deathshead420
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Post by deathshead420 »

I'm using 2.7.1 tc +last bonus pack , cad's 177 , and all the scripts on cad's front page including the new jobwings . My problem is with the marine repairs. I have found tons of elephants with no shields all over. When i go to Brennen's triumph there are at least 75 or more and they seem to be pouring out of the south gate .

I tried to remove the script in the PM but I still seem to have them jumping in all over the verse and sitting in front of gates waiting to kill me.(seems to happen more when i have not saved in two or three hours lol)

~Any help would be welcome~
StarCrack
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Post by StarCrack »

found tons of elephants
sounds like a TShip problem i had when merging some mods
BLACKANDY
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Post by BLACKANDY »

vampirecosmonaut wrote:Here's a link to my modded effect values for your marines.
It is based on their engineering skill, providing 1 point of hull repair for every 10 points of engineering skill, with a bonus of 1 point when they have a skill of 100.

A maximum repair of 12 points of hull per tick.

http://www.filefront.com/14817891/plugi ... effect.xml

I certainly hope I'm allowed to post this. :oops:
File is Unavailable.Please reupload.
keo
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Joined: Sat, 23. Jul 05, 14:28
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Post by keo »

im using it with 3 mods and other script,
all work well and ... TY for this scrip ^^
thewhiteausie
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Post by thewhiteausie »

I'm really keen to try this but the links are broken :(
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Jaga_Telesin
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Post by Jaga_Telesin »

Phezzan wrote:Performance Suggestion:

In main:

Code: Select all

 $ships = get ship array: of race Player class/type=Ship 
becomes:

Code: Select all

 $ships = get ship array: of race Player class/type=Moveable Ship 
It now completes in 7 seconds despite my 50ms wait.

Have I bugged something or is this a real performance gain?
Just FYI - I made this change, and then realized I shouldn't... the script has marines repairing things like stations as well, which won't fall under the "Moveable Ship" type. This change eliminates that feature from the script, which is probably unwanted.

However, changing the timing to something more reasonable like 100ms or even 250ms can be beneficial to CPU impact.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

I am having trouble downloading any of the files.

In order to minimise future problems of availability, may I suggest using the TXU site for storage of your mod(s)?
Lenna (aka [SRK] The_Rabbit)

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"When eating an elephant take one bite at a time" - Creighton Abrams
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

Is this script still being supported or has it been orphaned? If the latter, then I might be interested in expanding this script and/or creating another script/mod using this script as a basis.

I have some ideas wrt further exploitation of the marines.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Krewzur
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Post by Krewzur »

The script doesn't seem to repair station hulls for me. :?

It's grand for everything else though. Anyone else have this problem?
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FalconGrey
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Post by FalconGrey »

Roger L.S. Griffiths wrote:Is this script still being supported or has it been orphaned? If the latter, then I might be interested in expanding this script and/or creating another script/mod using this script as a basis.

I have some ideas wrt further exploitation of the marines.
I'm guessing Orphaned with how long this post has gone with no reply... a pity. Was thinking the same thing with some ideas.
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Dank7430
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Post by Dank7430 »

Will this still work with V3.1?
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joelR
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Post by joelR »

Dank7430 wrote:Will this still work with V3.1?
It works with 3.1
Nemesis_87
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Post by Nemesis_87 »

Hi, i use Ship rebalance mod with Hull multiplier which increases all ship hulls, Would this mod still be compatable?
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corhen
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Post by corhen »

I use x-rm, with increased hulls, and can tell you it is completly compatable.
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