[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Hi TECSG,
After further investigation I discovered that the new code (shown above) found in the files !fight.attack.object.std and !fight.attack.object comes from the "missile safety" of Gazz (new AP downloadable version)!
http://forum.egosoft.com/viewtopic.php? ... ile+safety
Sorry
, my mistake of overwriting during one of my experiments
!
However, even the same AP vanilla script is different from that of TC.
From AP !fight.attack.std:
Since the change made by Gazz to the scripts in question looks interesting it would be nice to also have a compatible version of the SCS in the package; what do you think?
Thanks!
After further investigation I discovered that the new code (shown above) found in the files !fight.attack.object.std and !fight.attack.object comes from the "missile safety" of Gazz (new AP downloadable version)!
http://forum.egosoft.com/viewtopic.php? ... ile+safety
Sorry


However, even the same AP vanilla script is different from that of TC.
From AP !fight.attack.std:
Code: Select all
$time = get script priority
skip if $time > 98
= [THIS]->call script '!lib.ai.ammo.supply' : Ship=[THIS] Victim=$victim
$Fightskill = [THIS]->get pilot fightskill
if not random value from zero to $Fightskill - 1
inc $Fightskill =
[THIS]->set pilot fightskill to $Fightskill
end
$Countermissile = {Missili Mosquito}
$dist = get missile max damage of $Countermissile
if [THIS]->is missile boat
$Countermissile = null
else if $dist > 400
$Countermissile = null
else
$Countermissile.Range = get range of missile type $Countermissile
end
$Next.M.Defense.Check = 0
restart:
..................
Thanks!
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Hi Tiek,
I've been playing with the in-game scripts and I've found that now I only need (apparently) to modifythe !fight.targeting and !fight.attack.object scripts for the stealth feature to work.
I'm not sure why this is, as previously it required all 5 to be modified, but I'm testing AP and TC with just the two scripts (and I'll try an original installation of TC as well).
If it does work with just those two, that should remove any incompatabilities with Gazz's RRF/AP scripts I think...
Testing in progress, will post when complete!
I've been playing with the in-game scripts and I've found that now I only need (apparently) to modifythe !fight.targeting and !fight.attack.object scripts for the stealth feature to work.
I'm not sure why this is, as previously it required all 5 to be modified, but I'm testing AP and TC with just the two scripts (and I'll try an original installation of TC as well).
If it does work with just those two, that should remove any incompatabilities with Gazz's RRF/AP scripts I think...
Testing in progress, will post when complete!
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TECSG wrote:Hi Tiek,
I've been playing with the in-game scripts and I've found that now I only need (apparently) to modifythe !fight.targeting and !fight.attack.object scripts for the stealth feature to work.
I'm not sure why this is, as previously it required all 5 to be modified, but I'm testing AP and TC with just the two scripts (and I'll try an original installation of TC as well).
If it does work with just those two, that should remove any incompatabilities with Gazz's RRF/AP scripts I think...
Testing in progress, will post when complete!
Interesting piece of news that would solve a lot of problems; you are a master in scripting and you will certainly find the most appropriate solution

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V4.08 UPDATE
Here is a list of the changes (so far) implemented in V4.08:
Here is a list of the changes (so far) implemented in V4.08:
- Fixed bug in XPS mission where first part of code could be ‘null’ when playing XTM (‘Aldrin Adventurer’ start).
Added ‘Detect Astronauts’ switch for scan report. [spitzfire]
Added new Hotkey to launch Camera Drone. [g_BonE]
Added checks into Camera Drone routine to only launch drone if there is something to be scanned.
Added checks to prevent Reputation wrapping around to -1,000,000 points when rescuing astronaut.
Fixed: Player’s ship not repairing properly when within 10,000m of MRS. [madprof]
Added Czech Language File. [Honza]
Modified ‘Strip and Sell Ship(s)’ command to not need SCS Software to be available.
Tweaks to Italian Text file [Tiek]
Modified SCS Mission (initial code given). No more details!
Modified SCS Mission to prevent pilot being killed before you can get there.
Removed ‘immortality’ from Sector (Camera) Drones.
Added the option to buy any ship (for much more than they are worth) from the MPW.
Added ‘Hacking Services’ the MPW.
Modified MPW so purchasing ships, wares or packages counts towards the price of ‘remote access’ for the MPW.
Added MPW route to manual (FAQ section)
Fixed bug in ‘Collect Satellite’ routine where Cargo Bay Shielding would not be ‘collected’ from Stealth Satellites.
- Equip Shields (for mods) on 'Equip From Inventory'
Satellite Network Automatic Deployment Script
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Thanks normntaz,
Just a few more things to sort out.
Also will be adding:
Just a few more things to sort out.
Also will be adding:
- Routine to stop newly claimed ships being send to another newly claimed ship (ie, if you claim a Boa then a Kestrel it won't send the Kestrel to the Boa). It's not really a bug, but it annoys the hell out of me!
'Equip from Inventory' will remove Duplex Scanner if a Triplex Scanner is installed.
Wrong weapons installed on 'Ware Collector' (Salvage Package)
Turret Commands foobar'd on Escorts (Salvage Package)
Satellite Network modified for sectors with no jumpgate access
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Hi Fips67,
V4.08 isn't finished yet, it's the version I'm currently working on. It will (hopefully) be released soon though.
The lists of changes previously posted are what have been/are being implemented into that version.
So if you have any suggestions/bugs to report, now's the time!
EDIT:
To clarify, the first post listing the changes (at the top of this page) are already implemented (aside from the two 'to do' ones). The post two above this are some of the minor things still left to do.
It should only take a day or two to do the minor changes, but the two 'to do' ones may require a considerable re-write of some of the routines. I've also got a lot on at the minute, so it is somewhat harder to get the time to work on the scripts as well, but soon!
V4.08 isn't finished yet, it's the version I'm currently working on. It will (hopefully) be released soon though.
The lists of changes previously posted are what have been/are being implemented into that version.
So if you have any suggestions/bugs to report, now's the time!
EDIT:
To clarify, the first post listing the changes (at the top of this page) are already implemented (aside from the two 'to do' ones). The post two above this are some of the minor things still left to do.
It should only take a day or two to do the minor changes, but the two 'to do' ones may require a considerable re-write of some of the routines. I've also got a lot on at the minute, so it is somewhat harder to get the time to work on the scripts as well, but soon!
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Howdy TECSG
I ran into an issue with the lastest dl (4.07)
In the Salvaging for rocks
Once a miner has filled, it stops and sends a message that
shows a infinate loop issue.
I restart the Salvavging for the minerals and it goes off to dump it load
at it designed Homebase.
Wonder if you are aware or seen this problem
earlier versions don't have this but uninstalling the lastest and installing a earlier version causes more problems than working with the above issue.
(Gets ruff when you have 60+ miners scavanging Nividium.)
I ran into an issue with the lastest dl (4.07)
In the Salvaging for rocks
Once a miner has filled, it stops and sends a message that
shows a infinate loop issue.
I restart the Salvavging for the minerals and it goes off to dump it load
at it designed Homebase.
Wonder if you are aware or seen this problem
earlier versions don't have this but uninstalling the lastest and installing a earlier version causes more problems than working with the above issue.
(Gets ruff when you have 60+ miners scavanging Nividium.)
You think a hero is some weird sandwitch and not a guy attacking a Xeno J with a kestrel.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
Sir.. I said .. A guy attacking a J with a kestrel is the sandwitch.
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Thanks for your answer. It´s done, when it´s doneTECSG wrote:Hi Fips67,
V4.08 isn't finished yet, it's the version I'm currently working on. It will (hopefully) be released soon though.
The lists of changes previously posted are what have been/are being implemented into that version.
So if you have any suggestions/bugs to report, now's the time!
EDIT:
To clarify, the first post listing the changes (at the top of this page) are already implemented (aside from the two 'to do' ones). The post two above this are some of the minor things still left to do.
It should only take a day or two to do the minor changes, but the two 'to do' ones may require a considerable re-write of some of the routines. I've also got a lot on at the minute, so it is somewhat harder to get the time to work on the scripts as well, but soon!

Greetings...Fips
Ich weiß, dass ich nichts weiß. Sokrates
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Hi TECSG,
I would like to request an information;
In the file scs.routines, from line 751, are set up local variables on the OWP regard to sector owner; for compatibility with XRM mod must be added also the Terran OWP present in XRM Tships?
Furthermore, in the file scs.mod.check, at line 291, begins the ammo check for lasers; always for compatibility with XRM mod (that has a TLaser modified with new entries) I noticed that lasers mentioned, not correspond to those vanilla with ammunition. Although in XRM the ammo have been eliminated on all lasers I was wondering if this difference can cause anomalies
Thanks for your support and your continued efforts on this fantastic script
!
I would like to request an information;
In the file scs.routines, from line 751, are set up local variables on the OWP regard to sector owner; for compatibility with XRM mod must be added also the Terran OWP present in XRM Tships?
Furthermore, in the file scs.mod.check, at line 291, begins the ammo check for lasers; always for compatibility with XRM mod (that has a TLaser modified with new entries) I noticed that lasers mentioned, not correspond to those vanilla with ammunition. Although in XRM the ammo have been eliminated on all lasers I was wondering if this difference can cause anomalies

Thanks for your support and your continued efforts on this fantastic script

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- Joined: Tue, 17. Feb 04, 22:06
Hi Tiek,
In TC/AP there is only Argon variations of the OWPs, so when you claim one, for example, a Boron Large OWP, the script can only recognise it as an Argon Large OWP. The sector owner is assumed to be the race that actually owns the OWP, which, although (possibly) not perfect, is true most of the time.
If XRM adds a Terran OWP but still uses the Argon model, this should still work (if it is in a Terran sector), similarly, if they have added a new model that the scripts wll recognise as a Terran OWP, the code in my script will not need to assign it a new owner.
In theory, at least!
The code in scs.mod.check is used to equip weapons on the ships in the 'Complete Salvage Kit' and 'Complete Mobile Mining Kit', the check for ammo types is just to ensure that weapons that need ammo are not fitted to the ships. In XRM, this may simply mean that some weapons that could be fitted are not (as the script thinks they require ammo).
I am currently rewriting that part of the script anyway, due to the wrong values being returned for the 'get hull/shield damage commands (see here). So that may be updated for XRM (which is generally supported by my scripts anyway.
Hope that helps!
In TC/AP there is only Argon variations of the OWPs, so when you claim one, for example, a Boron Large OWP, the script can only recognise it as an Argon Large OWP. The sector owner is assumed to be the race that actually owns the OWP, which, although (possibly) not perfect, is true most of the time.
If XRM adds a Terran OWP but still uses the Argon model, this should still work (if it is in a Terran sector), similarly, if they have added a new model that the scripts wll recognise as a Terran OWP, the code in my script will not need to assign it a new owner.
In theory, at least!

The code in scs.mod.check is used to equip weapons on the ships in the 'Complete Salvage Kit' and 'Complete Mobile Mining Kit', the check for ammo types is just to ensure that weapons that need ammo are not fitted to the ships. In XRM, this may simply mean that some weapons that could be fitted are not (as the script thinks they require ammo).
I am currently rewriting that part of the script anyway, due to the wrong values being returned for the 'get hull/shield damage commands (see here). So that may be updated for XRM (which is generally supported by my scripts anyway.
Hope that helps!
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Hi TECSG,TECSG wrote:Hi Tiek,
In TC/AP there is only Argon variations of the OWPs, so when you claim one, for example, a Boron Large OWP, the script can only recognise it as an Argon Large OWP. The sector owner is assumed to be the race that actually owns the OWP, which, although (possibly) not perfect, is true most of the time.
If XRM adds a Terran OWP but still uses the Argon model, this should still work (if it is in a Terran sector), similarly, if they have added a new model that the scripts wll recognise as a Terran OWP, the code in my script will not need to assign it a new owner.
In theory, at least!![]()
The code in scs.mod.check is used to equip weapons on the ships in the 'Complete Salvage Kit' and 'Complete Mobile Mining Kit', the check for ammo types is just to ensure that weapons that need ammo are not fitted to the ships. In XRM, this may simply mean that some weapons that could be fitted are not (as the script thinks they require ammo).
I am currently rewriting that part of the script anyway, due to the wrong values being returned for the 'get hull/shield damage commands (see here). So that may be updated for XRM (which is generally supported by my scripts anyway.
Hope that helps!
XRM has introduced three new entries in TShips for Terran OWP using models from Cadius (two entries share the same model); a number of Terran OWP is created at the beginning of a new game and positioned in different areas owned by Terran; I do not know if they are respawned by the job file or from a script if/when they are destroyed.
The number of the entries of the Terran OWP is the same for both XRM TShips (for TC and AP), so the compatibility of the SCS for the two versions is easier!
However, given the flexibility and effectiveness of your scripts shown in the time I would say that compatibility should not be a problem also because of the changes that you are entering.
Thanks so much for the clarification

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Hi Tiek,
I've downloaded the latest versions of XRM and XTC, I will be installing them both and checking to see if I can find any issues soon.
I've just managed to sort out the weapons layout problem *and* the turret problem which were two of the main bugs I had to solve, that just leaves one more big one and about 10 minor ones before I can release V4.08!
Actually, given the amount of fixes/features added, it may release as V4.1!
I've downloaded the latest versions of XRM and XTC, I will be installing them both and checking to see if I can find any issues soon.
I've just managed to sort out the weapons layout problem *and* the turret problem which were two of the main bugs I had to solve, that just leaves one more big one and about 10 minor ones before I can release V4.08!
Actually, given the amount of fixes/features added, it may release as V4.1!

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