[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

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

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Erenar
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Post by Erenar »

No rest for the wicked.... get to it!
Andyrids
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Post by Andyrids »

Got some bugs here...

Hired an Orca and an Elephant sent them to Unknown sector then I jumped in and successfully managed to board them both eventually, So I select to sell ship for scrap in the SCS menu the script hangs for a bit then there is a repair countdown that eventually reaches 100% and nothing happens, so I select to sell the other ship for scrap and the same thing happens...

So what I have now is 2 ships stuck in a repair q at 100% I tried restarting the script and all the other options in the fix menu also returning ships back to player but nothing works they are still stuck there...

I uninsulated SCS in game and then via the plugin manager and restarted X3TC and up pops a window saying ReadText7074-720 and that window will not close no matter what I do...

So I enable SCS again in the plugin manager start the game again and those 2 ships are still stuck in a repair q and the script will just not return them back to me grrrrr LOL

The script was working just fine... it kind of went a bit strange just after it spawned a Terran Lifter that I went and claimed a few hour earlier come to think... Other mods I'm using are :
Advanced nav software
Cheat collection package
Equipment research and development
Improved boarding
MW Hijaker
Slipstream drive
Terran marines

Thanks.
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TECSG
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Post by TECSG »

Hi Andyrids,

Try selecting the 'Strip and Sell ship' command, it's better than the 'Sell Ship for Scrap' one.

If your ships are stuck in the repair queue, select (from the Troubleshooting and Fixes' menu) the command 'Fix Repair Queue', this should return the ships to you.

Let me know how you get on. :)
Andyrids
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Post by Andyrids »

Thanks for quick reply :)

After re-enabling the script the fix repair queue command de-spawned the repair ship but it did not pass control of the ships back over to me...
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TECSG
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Post by TECSG »

Okay, then use the command 'Fix NPC Docked Ships' in the Troubleshooting menu, then select the Mobile Repair Ship (MRS) and then select one of your ships and then 'Make it Mine' and it will become yours again. Repeat for as many ships as you have docked.

Once that's done, you can use the 'Fix Repair Queue' command to get rid of the MRS.
Andyrids
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Post by Andyrids »

Well I would but the MRS does not show up in the generated list lol ... I can see it in sector and target it etc though, strange

However I have managed to fix this by restarting the MRS and using a different cheat script to take control back of the 2 ships...

The script just seems to do this with the big ships say 4 out 5 times all the others it works fine with though.
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TECSG
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Post by TECSG »

Hi Andyrids,

It might be down to the MRS only being able to dock one ship of that size at a time...

I'll have a look at the routine, but it may have just been a random glitch!
greymouser69
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Post by greymouser69 »

OK, so far I love this script but I've noticed some strange issues. First, I'm running the following: XRM, SCS 4.07, Salvage Commands & NPC's, NPC bailing, MARS, & a few other odds and ends like low poly roids and cheat scripts.

First thing I noticed was when I was in a ship with SCS installed & targeted a salvaged ship I owned which was damaged the "repair ship" option never appeared. So I cheated up about a billion creds and went to the MPW to buy the "complete salvage kit" which is supposed to include a MRS. So I take "Salvage #1" somewhere that I have a few salvaged ships & send them all over to the MRS then tell it to repair docked ships. This causes it to summon a salvage repair ship and it sends one ship to the repair ship which fixes it and then disappears ignoring the rest of the docked ones.

Am I doing something wrong or have a bad install of SCS? Or maybe just not understanding how it is supposed to work? I used the plugin manager to install the spk version of SCS 4.07 and the salvage commands & npc's addon is *supposed* to be SCS compatible.

Anyone have any ideas?
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TECSG
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Post by TECSG »

Hi greymouser69,

There are two ways to call in the Repair Ship, firstly, target the damaged ship and use the SCS Hotkey (which will detect you are targeting a damaged ship and automatically call in the MRS), or, as you tried to do, use the menu. However, you have to use the menu system of the targeted ship and that may also require that ship to have the SCS software installed (I can't remember off-hand).

If you have your own MRS, you can just dock damaged ships at it and they will automatically be repaired. The 'Repair All Docked Ships' command will call in the MRS you have to pay for and send all damaged ships there.

Basically, a player-owned MRS will automatically repair all docked ships and any within 10,000m. The repair speed depends on the upgrade level ('Purchase MRS Upgrade' command).

Hope that clarifies things. :)
greymouser69
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Post by greymouser69 »

OK that makes things much clearer, thanks a bunch. I have turned on the "require scs software to use scs commands" so the damaged ship probably needs the software to use that function.

I will just go on docking my ships at the MRS and wait to see how it goes. Is there any way to see the repair queue for the MRS by any chance?
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TECSG
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Post by TECSG »

Hi greymouser69,

To view the repair queue (of an NPC MRS), target the MRS and view the landed ships, it will display the ships and percentages of repairs completed.

Your own MRS won't display the percentages remaining as you can view any ships individually and see the hull percentage that way.

If you have upgraded your MRS to level 3, it will repair 1% of the hull damage every 5 seconds (level 2 will only repair 5 hull points per second and level 1 will only repair 1 point per second).
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Tiek
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Post by Tiek »

Hi TECSG, thanks for this useful script, an absolute must. I have a question about the stealth satellites...

I would apply the same benefits on other vessels by creating a specific script. In addition to setting the local variable "stealth" there are other factors to be taken into account? I ask because unlike the satellites that are ignored by the "enemy", despite this add-on my ships are prey to the enemy :headbang: !

Thanks.
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TECSG
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Post by TECSG »

Hi Tiek,

If you are not running the SCS scripts, you need the 5 modified game files from the SCS package:
  • !fight.attack.object
    !fight.attack.object.std
    !fight.defend.earth
    !fight.targeting
    !turret.killenemies.adv.main
These take care of most of the NPC targeting scripts.

However there are commands like "find closest enemy targeting me" that will bypass the "stealth" variable and this is probably what is alerting the enemy to your ship's presence (its guns or turrets are targeting the enemy ship).

The "stealth" system isn't perfect (and shouldn't be either), so you will occasionally lose a satellite now and then, I think it makes it more realistic though!
nap_rz
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Post by nap_rz »

is there a way to claim ships using SCS without them being ordered to move to shipyard immediately? simply claimed and floating there until I finished repairing them?
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TECSG
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Post by TECSG »

Hi nap_rz,

Yes, go into the SCS Configuration Menu and set "Enable Shipyard Docking (claiming)" to "No", this will stop the ships being sent to the nearest shipyard.

Alternatively, set "Enable Big Ship Docking (claiming)" to "Yes" and the ships will go to the nearest Carrier or MRS and dock automatically.

If both settings are set to "No", the ships will not do anything once claimed.
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Tiek
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Post by Tiek »

TECSG wrote:Hi Tiek,

If you are not running the SCS scripts...

Do not use the SCS scripts? Let me think a moment :gruebel: ... even for a moment :gruebel: ..... Noooooooo!!! Heresy!!! , Blasphemy!!!
Anyway, thanks for the prompt response ... This reveals the secret :D !

TECSG wrote: The "stealth" system isn't perfect...
Rightly a perfect system would be boring :lol: !!!

Thanks again!
g_BonE
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Post by g_BonE »

hi again,

just wanted to know how 4.08 is coming along and if You managed to fix those X3 Reunion sattelite deployment scripts to work with AP ?

Been using 4.07 together with the fix you send me and it worked without problems so far. I'm also using the Galaxy Explorer script by gnasirator and the best thing ever would be if the explorer ships from his script would deploy stealth instead of normal satellites... or have a SCS function to upgrade all standard sats to stealth until no more standard ones are in the universe ;)
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]
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TECSG
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Post by TECSG »

Hi g_BonE,

V4.08 is coming along, two things left to finish, the Satellite Network scripts are in and working, but I've got to tie them in to the menus properly.

The SCS (Stealth) Satellite Deployment script can be used by third party scripts so they can also deploy Stealth Satellites. Maybe if you ask gnasirator if he wants to add that feature to his scripts to contact me and I'll let him know how to do it. Failing that, I can see about adding in a 'universal upgrade' feature...
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Erenar
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Post by Erenar »

Andyrids
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Post by Andyrids »

TECSG wrote:Hi Andyrids,

It might be down to the MRS only being able to dock one ship of that size at a time...

I'll have a look at the routine, but it may have just been a random glitch!
I never thought of that, makes sense... The next one I get I'll send it for scrap alone and see what happens...

Sending multiple M4's and stuff works as expected though... :)

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