[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Okay, quick update!
I've added another command 'All Docked Miners To Mine Rocks In Sector', after having a MRS with 26 miners on it I found it rather annoying having to tell each miner individually to start mining, so now you can just order the MRS/Carrier to start all the miners in one go!
As several people have asked for it, I've also been working on a new 'Equip from Inventory' command that allows you to specify what equipment is installed. It's nearly finished, just the special items (Shields, Engine Tunings, Cargo Bay Extensions and Rudder Optimisations) left to do.
Once completed, the new Equip command will replace the existing one, but it will also still have a menu option to automatically equip the ship as well.
I've added another command 'All Docked Miners To Mine Rocks In Sector', after having a MRS with 26 miners on it I found it rather annoying having to tell each miner individually to start mining, so now you can just order the MRS/Carrier to start all the miners in one go!
As several people have asked for it, I've also been working on a new 'Equip from Inventory' command that allows you to specify what equipment is installed. It's nearly finished, just the special items (Shields, Engine Tunings, Cargo Bay Extensions and Rudder Optimisations) left to do.
Once completed, the new Equip command will replace the existing one, but it will also still have a menu option to automatically equip the ship as well.
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Hi zoliss,
The Universal Explorer script should be easy to modify to use Stealth Satellites, you only have to set a local variable on the satellite (if the SCS scripts are installed) to make them 'stealthy'.
I will have a word with FalconGrey (who is maintaining the Universal Explorer script) and see if he wants to implement it.
The Universal Explorer script should be easy to modify to use Stealth Satellites, you only have to set a local variable on the satellite (if the SCS scripts are installed) to make them 'stealthy'.
I will have a word with FalconGrey (who is maintaining the Universal Explorer script) and see if he wants to implement it.
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Hi Zoliss,zoliss wrote:Hello, just start using your mod and i also use universal explorer. Is there a way to use stealth satellite automatically with my explorer or i need to manually stealth each one?? Because he never stealth it automatically and it is annoying to do it manually hehe. Thx!
Currently it's manual but be patient. I love the SCS script and I'm looking into integrating some routines that will take advantage of some of the SCS scripts in the Universal Explorer.
My current focus is on the salvaging of ships, once I've tweaked all the bugs there, I'll move on to other things like adding an option to place stealth satellites; for a cost of course! I'm thinking of having it also based on skill level like the current satellite placing and by default normally only placed in a hostile sector or a sector where LOTS of hostiles were located in the attempts to monitor for when it would be safe to return and truly explore the sector.
A copy of this post will be placed on my Universal Explorer Continued post and I'll see about adding an option to simply place stealth satellites for now until I can truly work on it.
Grey
It's not if we win or lose that matters, it's that we stood and faced it.
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Hi DevilishMoney,
The file !fight.attack.object.std.pck is one of the in-game scripts from Egosoft.
It's included in my scripts because I've modified it to create the 'stealth satellites', I can only assume that Gazz has modified it too.
Chances are that my 'stealth' modification could be incorporated into Gazz's modifed file and they would both work, otherwise there would very likely be a conflict.
If you email me Gazz's modified file (scs.x3tc@googlemail.com) I will see if I can 'merge' the two files.
The file !fight.attack.object.std.pck is one of the in-game scripts from Egosoft.
It's included in my scripts because I've modified it to create the 'stealth satellites', I can only assume that Gazz has modified it too.
Chances are that my 'stealth' modification could be incorporated into Gazz's modifed file and they would both work, otherwise there would very likely be a conflict.
If you email me Gazz's modified file (scs.x3tc@googlemail.com) I will see if I can 'merge' the two files.
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@DevilishMoney,
(Possible) fix sent back!
@everyone,
I've contacted Gazz with regards to making our two scripts compatible and I've even found a simple fix that should allow both our scripts to work independantly of, or in conjunction with each other.
Just waiting to hear back from him!
UPDATE:
Gazz has informed me that he is no longer supporting the OOS Combat Rebalance scripts, so I've written a fix that will allow both scripts to work together (or seperately) without conflict.
The new fix will be in V4.04 which will be released soon.
If anyone is running the two together, post a request here and I will link to or post the updated file(s).
(Possible) fix sent back!
@everyone,
I've contacted Gazz with regards to making our two scripts compatible and I've even found a simple fix that should allow both our scripts to work independantly of, or in conjunction with each other.
Just waiting to hear back from him!
UPDATE:
Gazz has informed me that he is no longer supporting the OOS Combat Rebalance scripts, so I've written a fix that will allow both scripts to work together (or seperately) without conflict.
The new fix will be in V4.04 which will be released soon.
If anyone is running the two together, post a request here and I will link to or post the updated file(s).
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Hi tecsg. Ive loved this script for a long time and pretty much use it in any of the moded games i run. Ive run into a small problem with the latest mod "TOTT". The sixfold scanner seems to use the same id or something as the salvage command software. Some loads it will be one, then the other. Otherwise the script works perfectly. Any easy way for me to change one of the id numbers with X2 editor or anything? I can't seem to even find the sixfold scanner in the TwareT file tho. which i find weird.
EDIT Or maybe im just totally misreading what i believe to be the error. Ive done a text search on the file and nothing seems to be using the same ID # that i can see for the ware.
EDIT Or maybe im just totally misreading what i believe to be the error. Ive done a text search on the file and nothing seems to be using the same ID # that i can see for the ware.
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Hi Drockt1,
I've downloaded and installed the latest ToTT (V1.1), which I think was the one I already had installed anyway, but just to make sure I installed it again!
There is (as you mention in your edit) no reference to the sixfold scanner in the ToTT mod as far as I can see and the SCS scripts work fine with the ToTT mod aside from the annoying fact the the Salvage Command Software now has a class 'L' cargo requirement, meaning it won't fit on an M5 anymore!
I will ask the ToTT Devs if they can remedy that though.
I would suggest you look through the threads of the other mods/scripts you may have installed looking for a reference to the sizfold scanner.
Maybe someone out there knows where it comes from!
I've downloaded and installed the latest ToTT (V1.1), which I think was the one I already had installed anyway, but just to make sure I installed it again!
There is (as you mention in your edit) no reference to the sixfold scanner in the ToTT mod as far as I can see and the SCS scripts work fine with the ToTT mod aside from the annoying fact the the Salvage Command Software now has a class 'L' cargo requirement, meaning it won't fit on an M5 anymore!
I will ask the ToTT Devs if they can remedy that though.
I would suggest you look through the threads of the other mods/scripts you may have installed looking for a reference to the sizfold scanner.
Maybe someone out there knows where it comes from!
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Im pretty sure the scanner is from TOTT even tho its not in the tware(I of course could be wrong, im no programmer, at best i can just edit things)... i think IT was the mod intended to be large( which messed up scs size maybe?). i modded my tware SCS back to small so i could have it in fighters and stuff again NP, but i still get the bug where it says SCS is a sixfold scanner(but only sometimes). Its always the exact same price as SCS and scs still works even when it says its the scanner.
It really just acts like a display bug for me, has no effect on SCS not working. Long as it says i have SCSoftware OR sixfold scanner SCS works like the component is installed.
Thanks for replying and checking it out btw.
It really just acts like a display bug for me, has no effect on SCS not working. Long as it says i have SCSoftware OR sixfold scanner SCS works like the component is installed.
Thanks for replying and checking it out btw.
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- Joined: Tue, 17. Feb 04, 22:06
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Okay, a beta version of V4.04 is now available from here.
This version contains the following updates from v4.02:
This version contains the following updates from v4.02:
- Cost of Salvaging Ship/Station Debris now includes 'free' Navigation Satellite! [inspired by FalconGrey]
You can now choose the sector for the 'Claim ALL derelicts in sector' command.
Fixed bug where a ship being told to fly to a sector it was already in would move to the centre of the sector and back again.
'Buddy Jump' now properly calculates 'donor' vessel for docked ships.
Added in checks and fix for 'broken' GMRS.
Added extra level for MRS Upgrade.- Level 1 - 1 Hull point per. second (Factory setting)
Level 2 - 5 Hull points per. second (2,000,000 credits)
Level 3 - 0.20% Hull per. second (4,000,000 credits)
Added fix for upgrading MRS (script will now auto-reboot after upgrade)
Added new command:- ALL DOCKED MINERS TO MINE ROCKS IN SECTOR
Added additional support so Universal Explorer can use SCS scripts to deploy Stealth Satellites.
Docked ships will now undock before performing a 'Buddy Jump'.
'Collect Crates' and 'Collect All Crates' modified to account for [PLAYERSHIP] specific wares (like Credits and Salvage Insurance).
Scripts updates to V4.04 and released as beta. - Level 1 - 1 Hull point per. second (Factory setting)