
[SCRIPT] Assassins Guild V1.60 : Update 07/08/2006
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Update V1.34
New update avaialble
V1.34
* Now using shared "View Guild Status" command
* Added random pricing to join the guild
* Increasaed chance of missions showing up
* escorts will attack when target is destoryed or captured
* Replaced M6 target to TP target for level 4
V1.34
* Now using shared "View Guild Status" command
* Added random pricing to join the guild
* Increasaed chance of missions showing up
* escorts will attack when target is destoryed or captured
* Replaced M6 target to TP target for level 4
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Several comments to captured Mark's ship situation:
- good news is you do not need to lose reputation for killing of Mark astronaut, if you kill him by shields (tested in 1.3.2beta), just scoop him up without opening cargo bay
- nearly half of ejected Mark pilots did not change to red, but if killed, mission is successful, I think it can be caused by changes in 1.3.2beta
(I never observed it in 1.3)
(Before I start to criticise your code, I have to say I'm not expert in X3 script language. My "native" programming language is Delphi Pascal. So excuse my possible poor knowledges. English is not my native too, so sorry for my indian speak style
)
- your method of identify Mark Astronaut is not too much accurate, you just looking for nearest one, not the one ejected from Mark's ship
I saw situations (observed it in 1.3 the same as in 1.3.2beta):
- Mark ejected in front of my eyes, but you Marked red one of ejected pilots from his escort ships
- Mark ejected just in front of his ship still moving and was steamrollered by his own ship and you Marked red one of ejected pirate ship pilot nearby
- Mark ejected far away from his ship (because there was dense space full of asteroids and ships) and again you Marked wrong astronaut
need to say in most situation you Marked correct astronaut, only 10-20 % goes wrong
instead of this (plugin.assassin.mission.cap.xml)
there should be reading of all astronauts into array and check (by name) which is the correct one
(don't know it exactly, but I think egosoft name astronauts by pilot name of abandoned ship)
don't forget situation, when astronaut is instantly killed by crossfire or some nearest ship before you start identify him (now it leads to Mark escaped fault - not big lost, ship is usually worth more than lost reward, but I feel bad for lost experience, and good is that there is no penalty
)
- another strange behaviour is ejected Mark vanish instantly after eject, it again lead to Mark escaped fault.
I presume it's by death of astronaut before you identified him or (I experienced situations, where was no visible death of astronaut) it is some bug in plugin.assassin.dockat.xml. I trust that if astronaut is ejected too close to possible $Home he landed there immediately, so it looks like he teleported inside that station. But I need more observation and testing to prove this.
BTW please advise me some command (to insert in script) to stop executing script immediately, something like HALT(), so I can stop script in exact line, to analyse situations lead to this strange behaviours, thx
PS: Don't be nervous by my attacks. Your scripts are the best and most complete from that all obtainable for X3. I just try to cover some tiny unsecured places. Perfectionism is my second name
- good news is you do not need to lose reputation for killing of Mark astronaut, if you kill him by shields (tested in 1.3.2beta), just scoop him up without opening cargo bay
- nearly half of ejected Mark pilots did not change to red, but if killed, mission is successful, I think it can be caused by changes in 1.3.2beta
(I never observed it in 1.3)
(Before I start to criticise your code, I have to say I'm not expert in X3 script language. My "native" programming language is Delphi Pascal. So excuse my possible poor knowledges. English is not my native too, so sorry for my indian speak style

- your method of identify Mark Astronaut is not too much accurate, you just looking for nearest one, not the one ejected from Mark's ship
I saw situations (observed it in 1.3 the same as in 1.3.2beta):
- Mark ejected in front of my eyes, but you Marked red one of ejected pilots from his escort ships
- Mark ejected just in front of his ship still moving and was steamrollered by his own ship and you Marked red one of ejected pirate ship pilot nearby
- Mark ejected far away from his ship (because there was dense space full of asteroids and ships) and again you Marked wrong astronaut
need to say in most situation you Marked correct astronaut, only 10-20 % goes wrong
instead of this (plugin.assassin.mission.cap.xml)
Code: Select all
005 $Ship = find ship: sector=$Sector class or type=Astronaut race=null flags=[Find.Nearest] refobj=null maxdist=null maxnum=null refpos=null
(don't know it exactly, but I think egosoft name astronauts by pilot name of abandoned ship)
don't forget situation, when astronaut is instantly killed by crossfire or some nearest ship before you start identify him (now it leads to Mark escaped fault - not big lost, ship is usually worth more than lost reward, but I feel bad for lost experience, and good is that there is no penalty

- another strange behaviour is ejected Mark vanish instantly after eject, it again lead to Mark escaped fault.
I presume it's by death of astronaut before you identified him or (I experienced situations, where was no visible death of astronaut) it is some bug in plugin.assassin.dockat.xml. I trust that if astronaut is ejected too close to possible $Home he landed there immediately, so it looks like he teleported inside that station. But I need more observation and testing to prove this.
BTW please advise me some command (to insert in script) to stop executing script immediately, something like HALT(), so I can stop script in exact line, to analyse situations lead to this strange behaviours, thx
PS: Don't be nervous by my attacks. Your scripts are the best and most complete from that all obtainable for X3. I just try to cover some tiny unsecured places. Perfectionism is my second name

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yeah, the reason i did it that was, it simply, because all astronauts are named the same, so u cant actaully test the pilots name unfortuatly.
i know its not the perfect sollution, but its about the best i can do with the limitations
there is no halt command, theres 2 commands you can use to stop a script. either return null, will finish the current script, or @ wait $time ms, will alf the script for a certain time
i know its not the perfect sollution, but its about the best i can do with the limitations
there is no halt command, theres 2 commands you can use to stop a script. either return null, will finish the current script, or @ wait $time ms, will alf the script for a certain time
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Yes, I supposed that. But still, ejecting of pilots (even from your marked ships) is work of egosoft code, isn't it?
And all egosoft ejected pilots shows names inherited from ship's pilot name. Maybe you need to fill some more properties of original ship and astronaut then will inherit his name correctly ... I will try look in egosoft scripts responsible for ejecting pilots. Maybe I will find something. I hope it's coded in ego scripts and not hardcoded in game.exe.
BTW how can I unpack .pck script files? Will work the same unpacker utility as for X2?
It's pity, I'm at work now not at home, I can't wait so long
PS: Or I can exploit that weak point. Chase out some other pilots before I chase out Mark, so I minimalize danger of unexpected escape of Mark Astronaut.
And all egosoft ejected pilots shows names inherited from ship's pilot name. Maybe you need to fill some more properties of original ship and astronaut then will inherit his name correctly ... I will try look in egosoft scripts responsible for ejecting pilots. Maybe I will find something. I hope it's coded in ego scripts and not hardcoded in game.exe.
BTW how can I unpack .pck script files? Will work the same unpacker utility as for X2?
It's pity, I'm at work now not at home, I can't wait so long

PS: Or I can exploit that weak point. Chase out some other pilots before I chase out Mark, so I minimalize danger of unexpected escape of Mark Astronaut.

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I cant say for certain your scripts are to blame for this bug but I have made no other changes to the game before I saw this error except to update assassins and mercs scripts.
The problem is some sectors have no BBS missions at any of the stations.
The BBS is there but no missions come up. There are no errors given and no text in the boxes.
The problem is some sectors have no BBS missions at any of the stations.
The BBS is there but no missions come up. There are no errors given and no text in the boxes.
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does this happen at every station ?
do you get the BBS window open with nothing in ?
you could try to leave it and c if it eventually comes up, it could just be slow
im pretty sure one of the missions is causing the BBS to take awhile to display, but as of yet, im not sure which one, once i find it, then the fix will be released
do you get the BBS window open with nothing in ?
you could try to leave it and c if it eventually comes up, it could just be slow
im pretty sure one of the missions is causing the BBS to take awhile to display, but as of yet, im not sure which one, once i find it, then the fix will be released

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The first of the download pages isn't working mate! The one which is linked "download here"
Jeebs
Jeebs
It denos't mtater waht oredr the ltteers in a wrod are, it's olny iprmoatnt taht the frist and lsat ltteer be at the rghit pclae.The rset can be a total mses and you can sitll raed it wouthit porbelm.Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
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Cycrow, I have one question. Since this is an add-on to the BBS, would it be possible to make the missions pop up like LVs DMA script? I think it's a lot handier than docking at 35 stations and never finding anything. This way you can just go about your business, and accept/decline them as they become available and popup.
They're the only reason I dock at trading stations as it is. Having it IM/popup would just take that step out of the routine.
They're the only reason I dock at trading stations as it is. Having it IM/popup would just take that step out of the routine.
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Cycrow wrote:well, i might make use of AalaarDB's Comm chatter, and add missinos throught that.
the problem is that the current script was designed to make use of the quest objects, and to work without the BBS, would have to be remade as it wont be able to use the BBS events
Ok. It was just a thought. I'm getting lazy. Docking to find new "for hire" kills is getting tedious.

To fill my thirst for blood, maybe I'll just wage war on the Boron. They do f**k-all for me, so it'd be no real loss.

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I'm running 1.34 (at least I think so, the version with "view guild status thingy") and if I capture the mark's ship but astronaut is still alive, the escort ships become immobile and don't respond to attacks.
Also, seeing TP being escorted by TL is kinda weird, I mean using transporter for a task where you'd normally choose a combat ship.
Also, seeing TP being escorted by TL is kinda weird, I mean using transporter for a task where you'd normally choose a combat ship.