[ALP]Deathmatch Arena (DMA) 1.31 03/12/09

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LV
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Post by LV »

follow the lib link that i've just changed ;)
Sunrayn
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Post by Sunrayn »

Waves are spawning up to 310km away. Less than 25% of total waves spawn within a reasonable distance now. (70km and less)

This is with your latest release.
KaZTek
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Post by KaZTek »

Sunrayn wrote:Waves are spawning up to 310km away. Less than 25% of total waves spawn within a reasonable distance now. (70km and less)

This is with your latest release.
You obviously dont know LV :P
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LV
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Post by LV »

this should not happen, i expect the TC CD has made some spawns go way out as i have not changed the code

i have other scripts to work on before i get back to DMA but i'll keep it in mind to check

iirc the check is max player scanner distance + a few k, maybe something changed between TC & TR
Sunrayn
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Post by Sunrayn »

LV wrote: iirc the check is max player scanner distance + a few k, maybe something changed between TC & TR
Ok, this is why it is happening then. I use Apricot's AMS mod 2.09 and noticed that scanner distance is much bigger than it was in his prior 1.11 version.
Kantall
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Post by Kantall »

Having problems with clone station. I tried to use it on various things and each time it just keeps looping back, asking me to select a station then position over and over, never doing anything. I've tried on countless stations now with no luck. In addition I can't cancel it meaning I fear I'm going to have to scrap my save
MrMitch
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DMA-Editing Rewards and Sectors

Post by MrMitch »

Hi All,
Hopefully a pretty quick solution exists for this if indeed at all. I have downloaded and installed the Deathmatch Arena and it is quite awesome.

When I first looked at downloading this I'm sure I recall a post asking how to change the actual reward names to what they actually were as opposed to the read text data I receive when I get an upgrade or a piece of equipment. Blowed if I can find it again despite ages searching.

Same for renaming LV's sectors to something more personal. A quick guide in the right direction would be appreciated.
MrMitch
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Post by MrMitch »

:) Thanks for moving it here whoever did that. On the subject of my request there is no rush because I know I will have to become familiar with scripting which I am looking forward to and I am in the process of reading the modding guide. I may initially prod the trial and error button in terms of cocking my game up altogether but I like the DMA so much that a quick "Lead" to those changes I mentioned would be gratefully received so I can store that save game before I start my own tweaks. Cheers.
MrMitch
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Post by MrMitch »

MrMitch wrote::) Thanks for moving it here whoever did that. On the subject of my request there is no rush because I know I will have to become familiar with scripting which I am looking forward to and I am in the process of reading the modding guide. I may initially prod the trial and error button in terms of cocking my game up altogether but I like the DMA so much that a quick "Lead" to those changes I mentioned would be gratefully received so I can store that save game before I start my own tweaks. Cheers.
My searches didn't bear much fruit although I found a fair few topics similar to mine whuch made me realise how fed up I would get if I was responsible for posting a script on here. Hats off to the patience displayed!!!! Decided to take the plunge into scripting on my day off and despite much frustration I finally resolved my issue so no need to respond to my query.

I can see now though why this forum has suxh rigid guidelines and promise to think before I post in future. :P
Azalyn
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Post by Azalyn »

Hi LV,

Have been playing this mod for awhile and is extremely fun. Finally have gotten to the point where I can start doing the research subspace/emergency jump technologies but think I'm missing something. The progression of rewards has bee:

Research EJDT --> Install EJD Generator at DMHQ --> Build Research Station

I've filled the research station full of energy cells, but the DMHQ has yet to produce a generator for me to purchase and install at the research station. When I try to trade at the station there are 2 spots on the top, but have no names and are both $28 each, and in quantities of 0/10000. Does the research station need to be in the same area as the DMHQ?

It's been close to or over a game day since I installed the generator at DMHQ. Do I need to do something else to make them available, or do the take a few days before they show up?
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Crathes
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Post by Crathes »

Hey LV, i was just wondering... why doesnt my DM points increase when i kill cap ships?
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LV
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Post by LV »

which cap ships?

Azalyn, i'm waiting for the emp to be compatible with 2.5 then i'll upload a tweaked update
LV's TC Scripts
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Crathes
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Post by Crathes »

Every cap ship... M7's, M2's and M1's (even OWP's) of all types.
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LV
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Post by LV »

In the dma (with dma caps) you should get rank outside of it nothing
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Crathes
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Post by Crathes »

Well, when im id dma my rank points doesnt increase from cap ships, only M6 and down. But i just un- and reinstalled the game and will get back to you if i have any more trouble ok?
The two most common elements in the universe are Hydrogen and stupidity.

I am THE STIG
NOO3TASTIC
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Post by NOO3TASTIC »

I am enjoying this script/mod a lot. It's fun but I am having a little problem. Sort of a bug report. When I change ships while engaged in DM at the end of the match it will give a message that cheaters never win and DMA referee will either reduce the payout/reward or won't give it entirely. I have vindicator rank in DMA and IMO it shouldn't count as cheating if we change ships without jumping out of sector or doing any other deliberate cheating because higher than warrior ranks in DMA allow multiple player ships in sector.

I have double checked it. And every time I change ship during DM it will count as cheating. If we complete the whole match in one ship (even if we cheat deliberately by picking up 1Mj/5Mj shields to recharge M2 shields back to 100%) it doesn't count as cheating :lol:
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LV
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Post by LV »

It's a design feature not a bug and won't be changed mazz to avoid cheating as the payouts depend on the start ship, if i let you change then you could just start in an m5 and swap to an m2 for huge profit :)
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
NOO3TASTIC
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Post by NOO3TASTIC »

Alright thanks for answering.

I was swapping from an M2 to an M7 just so that I could manually fire the boarding pods. Because automatic launching of pods is still a bit awkward and results in some marines floating in space.

One more question. Isn't the payout/reward dependent only on number of kills? How does starting ship influence the spawn of combatants/rewards?
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LV
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Post by LV »

the spawn rate is irrelevant to the ship (i think)
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Post by NOO3TASTIC »

If spawn rate/type is irrelevant of starting ship than how can one swap into an m2 from an m5 for huge rewards/payout?

I don't get it :?: Please explain it a bit :)

Can you please mention what other things (aside from swapping ships) are considered as cheating in DMA? So that we could avoid accidentally doing them.

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