[SCRIPT] x0ne Turret Control System (TCS) 1.02 [UPDATED 31/12/2010]

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Zarrs
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Post by Zarrs »

i fixed the problem now using a savegame earlier... i think i ran a script that wasn´t made to run in single mode and stopped in a loop ^^
Star_Raider15
Posts: 1212
Joined: Thu, 15. Jun 06, 08:08
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Post by Star_Raider15 »

x0ne wrote:Are you getting any error message from the plugin in your logbook?
i DID get them, but after i did some your suggestions they simply stopped appearing
x0ne wrote:Are you running version 1.01 of the plugin?
yes
x0ne wrote:What other scripts have you got installed?
LV arena
Assasins Guild
Bala Gi ships/station unlocker for XTM
bounty boost(not activaed atm)
Escort
Jump to me Command by cycrow(had it from almost the very beggining)
Litcubes Khaak/Xenon Invasion
LV's Cheats
Medusa radid rfm script by LV
Pirate guild
Pirate id(never used it)
Product finder (from the very begining)
Race millitary guild by cycrow
Race response fleets Beta 4
Salvage Network(from the begining)
Sector Takeover
X0ne TCS
Xenon migration
Xtended mod scripts version 7.2
Yaki Armada
Xenon shipyard by jakesnake(not active atm)


also, i think i have found the cause of your problems

strangely, when i use the "add ware" cheat (from LV's cheats) there are 3 X0ne TCS there, exactly the same name, volume, and cargo size
apparently, the first one is the one that actually works, the 2nd and 3rd are bugged arent giving any sort of new commands
now here comes the problem, its the 3rd x0ne TCS that is being sold throughout the universe, not the first one
so you could say the argon and split are cheating us with useless software :)

to answer your other question, i have the 1.86 version of the plugin manager
The answer is just another question.
x0ne
Posts: 173
Joined: Sun, 9. Apr 06, 21:49
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Post by x0ne »

Star_Raider15 wrote:also, i think i have found the cause of your problems

strangely, when i use the "add ware" cheat (from LV's cheats) there are 3 X0ne TCS there, exactly the same name, volume, and cargo size
apparently, the first one is the one that actually works, the 2nd and 3rd are bugged arent giving any sort of new commands
now here comes the problem, its the 3rd x0ne TCS that is being sold throughout the universe, not the first one
so you could say the argon and split are cheating us with useless software :)

to answer your other question, i have the 1.86 version of the plugin manager
Good news: I know what's caused this.

Bad news: It was my biggest fear when you first described the problem.

Worse news: I have little control over it happening.

The problem is Custom Wares I'm afraid (they're fast becoming the bane of my life) and I've realised now there's no way I can prevent issues like this from happening because they're not totally under my control.

As you may know, the Plugin Manager is responsible for managing Custom Wares and adding/removing them to/from your game. My plugin determines the name of the ware via a script supplied with the Plugin Manager and stores it in a global variable, my stock script maintains that ware, and the ware is tied to the plugin commands (so without it you don't get them listed).

The problem we have though is that the Plugin Manager (for whatever reason) has added the Custom Ware again (and a third time) without successfully removing it, so the ware in the EQ docks is not the same as the ware the plugin commands are tied to. If you're aware of how the Plugin Manager works you can avoid this problem because you know what to look out for, but if not (and why should you have to?) you're potentially screwed.

Sadly, I didn't know this when I released the plugin. :cry:

Anyway, this sucks hard because I've no guaranteed way of preventing the problem. I could ensure that the EQ docks always have the correct ware in stock, but what about the wares you may have already bought? There would be too much workaround code, and even then I couldn't be sure I'd covered every angle because what I'd be doing is coding for something that shouldn't be happening! :headbang:

@Star_Raider15: If you run the plugin uninstaller, it will be able to remove the 1st ware from your game. The other two should be removed by the Plugin Manager when you disable Custom Wares, but if not (and I suspect they won't be removed) their existence won't cause a problem in your game.

I'm seriously considering ditching the ware in version 1.02 and just making the plugin commands free to anyone with Fight Command Software MkII. Doing this may make the early game unbalanced, but I wouldn't be forcing anyone to use it now would I? :wink:

Any thoughts anyone has on this would be greatly appreciated.
Star_Raider15
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Post by Star_Raider15 »

x0ne wrote:I'm seriously considering ditching the ware in version 1.02 and just making the plugin commands free to anyone with Fight Command Software MkII. Doing this may make the early game unbalanced, but I wouldn't be forcing anyone to use it now would I? :wink:
you could make it so that only capital ships will actually work with the script :)
The answer is just another question.
x0ne
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Joined: Sun, 9. Apr 06, 21:49
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Post by x0ne »

Star_Raider15 wrote:you could make it so that only capital ships will actually work with the script :)
True, but that would defeat the object of it being configurable for custom ships/mods. Just look at XTM for instance, there are the M6 MkI traders that are actually TSs.

There are plenty of other turret plugins out there that don't make you pay for anything, so I don't think one more will make much of a difference - especially so as most people will have scripted the ware onto their ship anyway! :D
Star_Raider15
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Post by Star_Raider15 »

x0ne wrote:
Star_Raider15 wrote:you could make it so that only capital ships will actually work with the script :)
True, but that would defeat the object of it being configurable for custom ships/mods. Just look at XTM for instance, there are the M6 MkI traders that are actually TSs.

There are plenty of other turret plugins out there that don't make you pay for anything, so I don't think one more will make much of a difference - especially so as most people will have scripted the ware onto their ship anyway! :D
if you do make it free of charge, then il go back to the EQ dock in thuruk beard and ask for my money back, if they dont comply, i have 1300 typhoon at the ready :twisted:
The answer is just another question.
x0ne
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Post by x0ne »

Star_Raider15 wrote:if you do make it free of charge, then il go back to the EQ dock in thuruk beard and ask for my money back, if they dont comply, i have 1300 typhoon at the ready :twisted:
Typhoon 'em anyway and claim it was stress-relief...

Poll added, let's see what everyone thinks?
asyikarea51
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Joined: Tue, 6. Jul 04, 08:10
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Post by asyikarea51 »

I'm clueless as to how the wares work, but for me, I prefer the way most other scripts do things, i.e. they have an added "ware" that has no cargo space penalty, and this ware goes into the cargo bay as a ship extension. That way you can keep the price if you don't want the ware to be free.

IMO it'll make the script lose that "unique" feel, but at least it makes for a trouble-free install / usage and whatnot. =|
x0ne
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Post by x0ne »

asyikarea51 wrote:...for me, I prefer the way most other scripts do things, i.e. they have an added "ware" that has no cargo space penalty, and this ware goes into the cargo bay as a ship extension. That way you can keep the price if you don't want the ware to be free.

IMO it'll make the script lose that "unique" feel, but at least it makes for a trouble-free install / usage and whatnot. =|
Totally agree with you! The ware makes it all the more realistic and I'm absolutely gutted there have been so many problems with the custom ware. :cry:

1.02 is getting close to release now, and at this stage I'm inclined to just use one of the inbuilt wares and cause a conflict with another community script. That reminds me, I forgot to add that as an option on the poll!
asyikarea51
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Post by asyikarea51 »

It's only one point of cargo space... which I don't mind sacrificing unless I'm doing emergency trade runs.

Then again, sometimes I do mind, because I want to haul that last missile or Ecell... especially when you're in, say, a Valkyrie where cargo space is really scarce and you need a ton of missiles to do battle with an M3... :P :D ;)

In short, I'm neutral. Both ways are equally realistic to me.

Back on topic, Is AEGIS even used? Or BPH? (Speaking of which, I have no idea where to get BPH for X3...)


Before I screwed up my old install, I kept seeing some extensions that didn't serve any purpose at all on the ware list, but I added them to the LV cheat scripts just for the heck of it.

Dunno, maybe you can find a blank ware to overwrite. I'll poke around sooner or later (right now I'm just strung out with an M4 turret not working :evil:).
x0ne
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Post by x0ne »

asyikarea51 wrote:It's only one point of cargo space... which I don't mind sacrificing unless I'm doing emergency trade runs.

Then again, sometimes I do mind, because I want to haul that last missile or Ecell... especially when you're in, say, a Valkyrie where cargo space is really scarce and you need a ton of missiles to do battle with an M3... :P :D ;)

In short, I'm neutral. Both ways are equally realistic to me.

Back on topic, Is AEGIS even used? Or BPH? (Speaking of which, I have no idea where to get BPH for X3...)


Before I screwed up my old install, I kept seeing some extensions that didn't serve any purpose at all on the ware list, but I added them to the LV cheat scripts just for the heck of it.

Dunno, maybe you can find a blank ware to overwrite. I'll poke around sooner or later (right now I'm just strung out with an M4 turret not working :evil:).
If I was going to use one of the built in wares, I'd make it a software upgrade (and one that brought the cost down). I'd not thought about ware slots that were used (but not) like BPH and AEGIS - you can certainly create a description for them in your own language file that takes precedence over the EGO name, but nobody has done this before so I'm assuming it's frowned upon? Using the old AEGIS slot is out of the question though, 54 million was way too much for AEGIS, let alone my plugin! :D

EMP is another option too, but with it come the support overheads where people don't read the instructions and don't install it, or do install it when they don't need to as with XTM. To be honest, I want to spend more time coding than solving problems, and at the moment that's not happening.

The TCS has been a popular plugin so far, so the simpler the better really.
tatakau
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Post by tatakau »

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Last edited by tatakau on Wed, 12. Jun 19, 12:11, edited 1 time in total.
LUBEggA
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Post by LUBEggA »

tatakau wrote:Heya x0ne!

I'm almost at the point where I can start getting Capital Ships, so I'm really looking forward to using your script!

One question though - you said the TCS is XTM compatible. Does this include beta EMPs? I know that XTM had to put in a special command in the console for equipping them, since you can't do it through the weapons menu.

~ Tatakau
Works fine for me with all Terran cap ships. Wait until you see your Tyr laying waiste to Xenon sectors one after another with this brilliant turret script :twisted: :twisted: :twisted:
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Sartorie
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Post by Sartorie »

How about having it only require CS MKII and also a running fee for it (maintanance, personal whatever) - if the player can not pay the fee, set the turrets back ^^
x0ne
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Post by x0ne »

Sartorie wrote:How about having it only require CS MKII and also a running fee for it (maintanance, personal whatever) - if the player can not pay the fee, set the turrets back ^^
Thanks that's not a bad idea, but I'm looking for something that doesn't require too many changes - changes must be tested and want to get 1.02 out soon.

I think I'm going to just go with one of the command extension wares. I would have gone the EMP route, but this way keeps things simpler between the vanilla release and the upcoming XTM one.

Time to get a Mod to remove the poll methinks...
tatakau
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Post by tatakau »

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asyikarea51
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Post by asyikarea51 »

Usually when I'm playtesting or doing some other crap in my game I don't bother to notice it, so I may be wrong if I'm saying this, but charging constant fees makes it a lot like MEFOS in my opinion. (Come on, x0ne, you were thinking of 'feel', weren't you? :D)

Only you don't need to find military personnel though... but then again if you do charge a constant fee, it'll just get more expensive to run over time. No peace of mind because the script is always deducting funds, etc.

I admit, I see x0ne's TCS as something like the "good-ol' software", the kind where you just pay for it up front and start mucking around with it.

:P

Just my thoughts though, sorry if I offended anybody. Besides, it's up to people as to what scripts they want to use in the first place. =X

Anyways, while messing around with M4 turrets... I somehow got myself into a situation where the current 1.01 TCS on a Terran capship would use the PPCs a lot more, even when there's BEMPs in the cargo bay. Time to time, I had to switch between scripts in order to load the guns I wanted.

There's always the "No Swap" and "Set Turrets: EMP Cannons" options in my game but then I lose the autoswapping, and the latter setting can get borked when I have both types of EMPC in the cargo bay. (Yeah, imagine a Valhalla with a cargo bay full of PACs, HEPTs, FLAKs, EMPCs, PPCs and just about every missile in XTM, you name it! :P)

Anything on that, x0ne? And yes, I notice my FLAKs firing but the explosions certainly aren't anywhere near their targets... probably a ship issue...
x0ne
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Post by x0ne »

asyikarea51 wrote:Usually when I'm playtesting or doing some other crap in my game I don't bother to notice it, so I may be wrong if I'm saying this, but charging constant fees makes it a lot like MEFOS in my opinion. (Come on, x0ne, you were thinking of 'feel', weren't you? :D)
I said it wasn't a bad idea, that doesn't mean I agree it's right for this plugin! :lol: I'm with you on this one, I prefer a one-off fee and ownership of what I've bought - using military personel and ongoing charges is still a viable option though (I just won't be taking it).

I've actually decided to go with EMP (thanks for your input tatakau, you're right that a lot of people will have it installed already) because no matter what route I take there'll always be people who for one reason or another, fail to follow the instructions (Murphy's Law anyone?). I also like the fact I won't be causing any conflicts by using an EMP ware and have a bit more choice when it comes to the price.

asyikarea51 wrote:Anyways, while messing around with M4 turrets... I somehow got myself into a situation where the current 1.01 TCS on a Terran capship would use the PPCs a lot more, even when there's BEMPs in the cargo bay. Time to time, I had to switch between scripts in order to load the guns I wanted.

<snip>

Anything on that, x0ne? And yes, I notice my FLAKs firing but the explosions certainly aren't anywhere near their targets... probably a ship issue...
The thing with the FLAKs is this:

http://forum.egosoft.com/viewtopic.php? ... 19#2155719

As for the PPC/EMPC thing, it's either you don't have a full compliment of BEMPCs (the Tyr for instance needs 64), or that when you've seen the PPCs used, the ship was firing at an M6 or M7 (how the SE sees it).

For these mid-range ships, the vanilla version uses the entire spectrum of weapons a turret can mount, and because the ships are quite small it may be tricky to work out what's being engaged at long range.
sartha
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Post by sartha »

Anyways, while messing around with M4 turrets... I somehow got myself into a situation where the current 1.01 TCS on a Terran capship would use the PPCs a lot more, even when there's BEMPs in the cargo bay. Time to time, I had to switch between scripts in order to load the guns I wanted.

There's always the "No Swap" and "Set Turrets: EMP Cannons" options in my game but then I lose the autoswapping, and the latter setting can get borked when I have both types of EMPC in the cargo bay. (Yeah, imagine a Valhalla with a cargo bay full of PACs, HEPTs, FLAKs, EMPCs, PPCs and just about every missile in XTM, you name it! Razz)
I hope you realize that Beta Electro-Magnetic Plasma Cannons are far more powerful than Gamma Pulsed Photon Cannons, and much faster in a turret than Alpha Pulsed Photon Cannons, right?

There is absolutely nothing that any of the PPC guns have that's better than the bEMP. Not range, not speed, not rate of fire, not damage, NOTHING. So why, may I ask, do you have PPC's on a ship that has bEMPs? ^.^
asyikarea51
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Post by asyikarea51 »

A/B/GPPC versus BEMP is more of a script reason (play-testing, since I'm mucking around with XTM's TShips.pck too). I don't bother to edit the scripts, and I end up getting 64 PPC's on a Tyr. At least there's only one type of anticap EMP so all I do is add 64 units of BEMP into the cargo bay... then I get carried away and start adding everything into the ship.

You can safely say I have a full complement of whatever guns are on the Tyr.

The last thing I ever modded was X2 (Tships is one thing, but adding ships for sale at docks is another... not to mention all the scripts that XTM uses that I have to edit :evil:) so I'm seriously old-school. I'll scour the forums for articles on the EMP, unless someone can point me in the right direction. :) Probably my only run-in with the EMP is with XTM itself.

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