Litcube's Missile Boat Add-On (Turret:V0.92b / Supply:V0.93b)

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Litcube
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Post by Litcube »

Hm. These logs seem to point all over the place. MARS, freetrader, barrage, etc., etc. I've just been over both scripts and I can't see anything that would cause a crash or an infinite loop.
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Litcube
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Post by Litcube »

Military Suppliers Job Script Update

0.7b:
- Sets the "it's ok guys, I got this one" flag on a target ship to null if an outpost can't be found, allowing others to take over if an outpost becomes available.





If your game has no military outpost belonging to the race ATF, the military suppliers will not supply! By default, there are no ATF stations, but one can easily be cheated in.
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Post by builder680 »

Litcube wrote:Military Suppliers Job Script Update

0.7b:
- Sets the "it's ok guys, I got this one" flag on a target ship to null if an outpost can't be found, allowing others to take over if an outpost becomes available.





If your game has no military outpost belonging to the race ATF, the military suppliers will not supply! By default, there are no ATF stations, but one can easily be cheated in.
I'll link this post to paulwheeler in his SRM thread. He may find it worthwhile to add an ATF Military Outpost to one of his factory packs.

Here's hoping. :)
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Litcube
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Post by Litcube »

builder680 wrote:I'll link this post to paulwheeler in his SRM thread. He may find it worthwhile to add an ATF Military Outpost to one of his factory packs.
It's not really Paul's domain. The outpost for the ATF already exists in data, it just needs an instantiation. It's weird, but that doesn't fall into the realm of anyone's dutys, these days. To spawn something like that requires a script, an MD file, or a new map. Easiest is to have a script, but I can't think of whose umbrella under which this lame task would fall:

Paul: Ships/Weapons
Roger: Armament Scripts
Vkerinav: Jobs/Sexual Ambiguity
Jack08: Entertainment
Litcube: Janitor
builder680
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Post by builder680 »

Litcube wrote:
builder680 wrote:I'll link this post to paulwheeler in his SRM thread. He may find it worthwhile to add an ATF Military Outpost to one of his factory packs.
It's not really Paul's domain. The outpost for the ATF already exists in data, it just needs an instantiation. It's weird, but that doesn't fall into the realm of anyone's dutys, these days. To spawn something like that requires a script, an MD file, or a new map. Easiest is to have a script, but I can't think of whose umbrella under which this lame task would fall:

Paul: Ships/Weapons
Roger: Armament Scripts
Vkerinav: Jobs/Sexual Ambiguity
Jack08: Entertainment
Litcube: Janitor
Meh, you're probably right. Worth asking anyway though. If he decides against it, it isn't too hard to ask someone else. If no one wants to, we can always keep using the cheat package.

Quite frankly I don't know why you guys just don't collaborate and combine CMOD, IR, SRM, Bounce, Jobs, EES or CWP, Saturn Complex Hub/FCC/Complex Cleaner (pick one), and Missile Boat into one big total conversion mod. Would make things SO much easier. At least for me, not necessarily for you guys.

:p
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

builder680 wrote:
Litcube wrote:Easiest is to have a script, but I can't think of whose umbrella under which this lame task would fall:

Paul: Ships/Weapons
Roger: Armament Scripts
Vkerinav: Jobs/Sexual Ambiguity
Jack08: Entertainment
Litcube: Janitor
Meh, you're probably right. Worth asking anyway though. If he decides against it, it isn't too hard to ask someone else. If no one wants to, we can always keep using the cheat package.
Why not just have it as a standalone MD script? I can knock something up to that end the only question is where to put the ATF Military Base?
builder680 wrote:Quite frankly I don't know why you guys just don't collaborate and combine CMOD, IR, SRM, Bounce, Jobs, EES or CWP, Saturn Complex Hub/FCC/Complex Cleaner (pick one), and Missile Boat into one big total conversion mod.
I think that Jack08 and others are working on something along the lines you are suggesting in the form of XTimelines.

In the general sense, probably the main reason that all this mods/scripts exist independently is to give people choice. I am in full support of the giving people options approach (total conversion approach is ok but it leads to a more fragmented community - and probably more duplication of effort towards the same ends). The mix-n-match approach is probably the best way in the long run and allows people to get the exact game experience that they want.
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Post by builder680 »

Roger L.S. Griffiths wrote:
builder680 wrote:
Litcube wrote:Easiest is to have a script, but I can't think of whose umbrella under which this lame task would fall:

Paul: Ships/Weapons
Roger: Armament Scripts
Vkerinav: Jobs/Sexual Ambiguity
Jack08: Entertainment
Litcube: Janitor
Meh, you're probably right. Worth asking anyway though. If he decides against it, it isn't too hard to ask someone else. If no one wants to, we can always keep using the cheat package.
Why not just have it as a standalone MD script? I can knock something up to that end the only question is where to put the ATF Military Base?
builder680 wrote:Quite frankly I don't know why you guys just don't collaborate and combine CMOD, IR, SRM, Bounce, Jobs, EES or CWP, Saturn Complex Hub/FCC/Complex Cleaner (pick one), and Missile Boat into one big total conversion mod.
I think that Jack08 and others are working on something along the lines you are suggesting in the form of XTimelines.

In the general sense, probably the main reason that all this mods/scripts exist independently is to give people choice. I am in full support of the giving people options approach (total conversion approach is ok but it leads to a more fragmented community). The mix-n-match approach is probably the best way in the long run and allows people to get the exact game experience that they want.
Keep them separate for those who want it separate, and combine them for those who want it combined. BAM, choice for everyone!

Why won't you guys (and vkerinav) do this all on your own time and for free!? Right now! WAHHH!

:lol:
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

[OT]
builder680 wrote:Keep them separate for those who want it separate, and combine them for those who want it combined. BAM, choice for everyone!
That is in part where I am coming from with my design approach for Changeling... to allow easy end-user merging of creative material.[/OT]
Litcube wrote:Hm. These logs seem to point all over the place. MARS, freetrader, barrage, etc., etc. I've just been over both scripts and I can't see anything that would cause a crash or an infinite loop.
If I were a betting man, I would lay money on the CTD problem being due to a resource that has been installed, used, and then "un-cleanly" uninstalled. If this is the case then the given game save is effectively corrupted. It may be possible to recover from such a state by destroying all AI ships in the universe and letting them repopulate again.
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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Post by builder680 »

Changeling is a cool idea and all, but the whole point in combining would be to make it just one download/installation (cat/dat pair + scripts)... not add yet another one to the mix.

It's kind of pointless anyhow, just a pipe dream of mine. Sorry for getting so off topic Litcube!

:)
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Post by builder680 »

@ Litcube:

Here is paul's response. Not sure what he means by "altering" your script though.
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Post by paulwheeler »

builder680 wrote:@ Litcube:

Here is paul's response. Not sure what he means by "altering" your script though.
I mean that I can add an ATF facility, but I don't know if this script will automatically pick it up and use it without an update.
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Post by vkerinav »

Wouldn't it be simpler to make ATF ships check for Terran military bases, and use them?
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Post by Gazz »

Litcube wrote:Hm. These logs seem to point all over the place. MARS, freetrader, barrage, etc., etc. I've just been over both scripts and I can't see anything that would cause a crash or an infinite loop.
The last one reporting "MARS crashes" found that it was all good if he used some sort of XP compatibility setting on his Win7...
Crashes are practically always engine or mod related.


OTOH, MARS is unlikely to "work well" with this script.
It suspends the missile turrets of AI ships and has them fire barrages - from a lot further out than the ridiculously short ranges that vanilla missile turrets fire.
Also spreads the love so a single target doesn't receive 800 missiles. That way an M7M can fire multiple barrages before the enemy comes into laser range.
It's really a pretty simple script so I wouldn't consider it good enough for use on playerships.

Without a helping hand like this, AI missile boats were just... soft targets.
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Post by Mizuchi »

Roger L.S. Griffiths wrote:I were a betting man, I would lay money on the CTD problem being due to a resource that has been installed, used, and then "un-cleanly" uninstalled.
That's a bet you'd lose, twice, given that the CTDs persisted across multiple games, and that nothing was uninstalled at all. :wink:
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Litcube
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Post by Litcube »

Mizuchi wrote:
Roger L.S. Griffiths wrote:I were a betting man, I would lay money on the CTD problem being due to a resource that has been installed, used, and then "un-cleanly" uninstalled.
That's a bet you'd lose, twice, given that the CTDs persisted across multiple games, and that nothing was uninstalled at all. :wink:

Did you get the crash without the script installed?
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Post by Sam L.R. Griffiths »

Mizuchi wrote:
Roger L.S. Griffiths wrote:I were a betting man, I would lay money on the CTD problem being due to a resource that has been installed, used, and then "un-cleanly" uninstalled.
That's a bet you'd lose, twice, given that the CTDs persisted across multiple games, and that nothing was uninstalled at all. :wink:
Access violations are typically caused by the game trying to access resources that do not exist (at least from general experience to date). This is typically down to a resource currently referenced in a save that no longer exists in the game tree. Normally this happens when a script is removed while it is active in game, but other missing resources have been known to cause CTDs.

From my own script/mod development work, I have known scripts accessing "null" objects to bomb out but not for them to cause a CTD. (EDIT: One possibility could be perhaps an object getting destroyed while a script is operating on it - if this is the case then disabling/enabling interrupts around the relevant segment of code may help)

As a thought, could the CTD be caused by too many missiles being in flight at the same time? Or too many missile hits happening simultaeniously?
Last edited by Sam L.R. Griffiths on Mon, 16. May 11, 20:36, edited 1 time in total.
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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Litcube
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Post by Litcube »

Roger L.S. Griffiths wrote: As a thought, could the CTD be caused by too many missiles being in flight at the same time? Or too many missile hits happening simultaeniously?
Mizuchi has nearly confirmed the cause of the issue is in the supply script. I can't replicate the issue on my end, as I have 3 weeks of play time with the script and haven't experienced a single CTD. I'm relying on him to provide further data.
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Litcube
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Post by Litcube »

Military Suppliers Job Script Update

0.8b:
- Packing issue


Woopsie.
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Post by garrry34 »

litcube I totally love this script my nagoya thanks you, I was wanting to ask would you consider adding a missile defense into the script kind of like mosquito defense I use USC ships so cant use mosquito defense, again totally love this...

*edit
...oops forgot to say please and thank you :roll:
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Post by Antick952 »

Seems I have cured my CTD problem by deleting all AI ships and letting them respawn as Roger L.S. Griffiths suggested.

Probably been a little careless with updating SRM etc in the past and had an old/corrupted ship floating about.

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