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

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robert2
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Cancel Salvaging

Post by robert2 »

TECSG wrote:Hi Requiemfang,

The salvage process has 3 stages:

1) Target wreckage and call in Salvage ship
2) Ship salvages wreckage (duration displayed in ship's name)
3) Once timer reaches 0, wreckage is destroyed, crates are left in place of wreckage, salvage ship leaves.

Once the timer reaches 0 that should be it, it *shouldn't* restart again.

The number of resources is (as far as the script is concerned) irrelevant, you will just end up with a larger number of crates for salvaging a station as opposed to a ship (if 35,000 Energy Cells were salvaged, there would be 4 crates with 8,000 ECells and 1 crate with 3,000 for example)

You are correct, once the salvage operation is complete a message is sent to you describing the resources salvaged and value, you can then go and pick them up.

I'm not sure why yours would restart at 26 hours, the 'time' is a random number basically. I will have a look at the script and make sure it's working okay (I've not touched that routine for quite a while).

Do you think I should add an option to cancel salvaging wreckage to the menu?


Hi there love your script :)
I think a cancel salvage would be useful, having acidently targeting a shipyard, and not being able toi cancel it is very fustrating.

Robert
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TECSG
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Post by TECSG »

Hi robert2,

You can 'delete' the salvaging ship, that will effectively cancel the salvaging operation.

It is also not possible to salvage stations/npc ships anymore in the (soon to be released) new version.
robert2
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Post by robert2 »

TECSG wrote:Hi robert2,

You can 'delete' the salvaging ship, that will effectively cancel the salvaging operation.

It is also not possible to salvage stations/npc ships anymore in the (soon to be released) new version.
Hi Teggs,

Thanks for the quick reply.
I dont see the "delete" option, where is that please?
The new version sounds just what i need :)
robert2
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Post by robert2 »

robert2 wrote:
TECSG wrote:Hi robert2,

You can 'delete' the salvaging ship, that will effectively cancel the salvaging operation.

It is also not possible to salvage stations/npc ships anymore in the (soon to be released) new version.
Hi Teggs,

Thanks for the quick reply.
I dont see the "delete" option, where is that please?
The new version sounds just what i need :)
Hi TECSG,
Now you can see how i targeted a shipyard, name typo ! sorry
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TECSG
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Post by TECSG »

Hi robert2,

There isn't a 'delete' option, but there are plenty of 'cheat' scripts that will delete either an object (ship/station/etc.) or whatever the player happens to be targeting.

If you can't find one, let me know and I'll post you one.
robert2
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Post by robert2 »

Hi TECSG,

Which in your opinion is the easiest "delete" script please?
With my luck i will end up deleting the whole sector!

When will your new version be ready? if it is soon then i might wait for that.

Cheers
Robert
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TECSG
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Post by TECSG »

Hi robert2,

You can download this script and copy it to your TC/AP 'scripts' folder.

When you run it, it will delete whatever you are targeting, if you are not targeting anything, it will ask you to select a ship or station.

If you don't know how to run a script, go into the script editor usually (if in space) 'SHIFT+C', then 'S', press 'ENTER' to see all the available scripts (you will need to start a new game (or load one) to see the new script). Scroll down to 'a.destroy.target' and press 'R' followed by 'ENTER' twice.

If you were targeting something, it should now be gone, otherwise, you will be asked to select the ship/station to delete.

If you are in doubt, save BEFORE running the script, then it won't matter what you delete!
robert2
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Post by robert2 »

Hi TECGS,

Sorry i cant download the xml file, i right click and select save as but its fails. What am i doing wrong?

Thanks for your help.
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TECSG
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Post by TECSG »

Sorry, my mistake, it's a.destroy.target, not a.delete.target! :oops:

This link should work.
robert2
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Post by robert2 »

Hi TECGS,

When i go to enable the script editor, i folllow all the normal change pilot name thing "Thereshallbewings", but at that point the editor doesnt get enabled and the name does change!

Any help would be great
Cheers
Robert
robert2
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Post by robert2 »

Hi TECGS,

I got the scripteditor going (again my stupid fingers :oops: ) but i have not been unable to see the script in the list available, i have checked that the XML file exists in the scripts directory.
I have saved and restarted the game.

What else do i need to do? :?
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TECSG
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Post by TECSG »

Hi robert2,

That's strange, it should be near the top of the list...

I've just checked it and it's there on TC and AP, are you playing AP?

If so, you have to copy the script to the 'scripts' folder in the 'addon' folder as this is where AP scripts are stored.
robert2
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Post by robert2 »

Hi TECGS,

Got it now cheers mate, looking forward to your updated script.

Robert
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TECSG
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Post by TECSG »

Just to keep you all up-to-date with progress, here is a complete list of alterations since the last release (V4.07):
  • [ external image ] Fixed bug in XPS mission where first part of code could be 'null' when playing XTM ('Aldrin Adventurer' start).
    [ external image ] Added 'Detect Astronauts' switch for scan report. [spitzfire]
    [ external image ] Added new Hotkey to launch Camera Drone. [g_BonE]
    [ external image ] Added checks into Camera Drone routine to only launch drone if there is something to be scanned.
    [ external image ] Added checks to prevent Reputation wrapping around to -1,000,000 points when rescuing astronaut. [Felix Von Leitner]
    [ external image ] Fixed: Player's ship not repairing properly when within 10,000m of MRS. [madprof]
    [ external image ] Added Czech Language File. [Honza]
    [ external image ] Modified 'Strip and Sell Ship(s)' command to not need SCS Software to be available.
    [ external image ] Tweaks to Italian Text file [Tiek]
    [ external image ] Modified SCS Mission (initial code given). No more details!
    [ external image ] Modified SCS Mission to prevent pilot being killed before you can get there.
    [ external image ] Removed 'immortality' from Sector (Camera) Drones.
    [ external image ] Added the option to buy any ship (for much more than they are worth) from the MPW.
    [ external image ] Added 'Hacking Services' to the MPW.
    [ external image ] Modified MPW so purchasing ships, wares or packages counts towards the price of 'remote access' for the MPW.
    [ external image ] Added MPW route to manual (FAQ section)
    [ external image ] Fixed bug in 'Collect Satellite' routine where Cargo Bay Shielding would not be 'collected' from Stealth Satellites.
    [ external image ] Modified 'Reboot MPW' script to automatically detect MPW.
    [ external image ] Modified 'Order Ship' (MPW) routine to offer 'Shirman Prototype', 'Escort Hyperion' and 'Ware Collector' for sale.
    [ external image ] (Note: Shirman Prototype is only available if SCS mission complete)
    [ external image ] Fixed bug where wrong weapons would be fitted on ships in the 'Complete Salvage Kit' and 'Complete Mining Kit' (MPW).
    [ external image ] Fixed turrets on ships from MPW kits deactivating themselves.
    [ external image ] Fixed formatting on report for 'Transfer Inventory'.
    [ external image ] Fixed bug where rescued astronauts would stop if no station could be found to dock at.
    [ external image ] Modified 'Claim all ships' to display sector name when finished claiming.
    [ external image ] MPW in Albion Prelude has been upgraded to a Xenon I from a K [Tiek]
    [ external image ] Modified 'Return this ship to...' to allow you to donate ships to other races.
    [ external image ] Added 'Hacking Services' to MPW.
    [ external image ] Added 'Use MPW Remotely' cheat to 'Troubleshooting and Cheats' section.
    [ external image ] Added 'Cargo Lifesupport System' to Shirman Prototype.
    [ external image ] Added 'Give 1,000,000 credits' cheat to 'Troubleshooting and Cheats' section.
    [ external image ] Fixed 'Camera Drone' Hotkey routine not detecting anything to scan.
    [ external image ] Modified Ship Spawning routine to add Jumpdrive/Energy Cells if an MRS is spawned (due to its abysmal speed).
    [ external image ] Fixed 'Claim All Ships' routine claiming XPS pilot and breaking XPS mission.
    [ external image ] Modified XPS mission to replace pilot if the (existing) pilot is destroyed/rescued/disappears before the player collects them.
    [ external image ] Modified XPS mission to replace ship if the (existing) one is destroyed/disappears before the player gets to it.
    [ external image ] Fixed bug in 'Collect all Crates' routine where crates would be destroyed if ship could not pick-up/transport them.
    [ external image ] Added SCS Mission FAQ to manual.
    [ external image ] Re-wrote SCS mission to run as GLOBAL script (to better facilitate replacing destroyed ship or pilot).
    [ external image ] Modified 'Donate Ship' routine to only allow you to donate each type of ship to each race once (except maker's race)
Still to do (for release V4.10): If anyone has any other ideas/suggestions/bugs, let me know.

Also, if you see something missing from the list(s) above, tell me, 'cause I've probably forgotten!
LordGaara
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Post by LordGaara »

Heya guys,

Awesome work TECSG!

A couple of quick questions:
It the stealth function for satellites still available?
Is your baby compatible with XRM or they dont like each other?
When is the 4.10 coming? :)

Cheers,
Martin
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TECSG
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Post by TECSG »

Hi Martin,

Yes, Stealth Satellites are still available!

The SCS scripts are compatible with most mods (including XRM), there is a small bug with the Auto-Equip and shields in the XTC or XRM mod, but that should be fixed soon.

V4.10 will be out soon, just got a few more bugs to kill!
LordGaara
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Post by LordGaara »

Cool, thanks TECSG.

Auto-equip is irrelevant to me, computers have bugs and maintenance staff are lazy and most of the time drunk despite the high salaries and 2 days off every 5 years I give them. Point is, I do equipping myself.

Keep up the good work,
Martin
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Tiek
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Post by Tiek »

Hi TECSG,

Well, looking at the list of what you have done and are about to complete I can say only one thing.....really, really Impressive ..... my compliments Master :thumb_up: !!!

About Aran/Mobile Repair Ship I was thinking, especially for consistency with other ships of large tonnage present in mods as XRM or XTC, if it was not appropriate to reduce the total speed obtained with the upgrades; just an idea.

What do you think?

However overall, absolutely Awesome :star: :star: :star: :star: :star: !!!!!
Scoob
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Post by Scoob »

Hi TECSG,

Am I right in saying that the rep you get when returning a captured ship is based on the ships value? If so is there any way to have a ship not eject all it's tunings etc. when returning it? This will increase it's value thus the rep received.

I think ejecting cargo, shield and lasers is fine however extensions aren't something I make use of myself. Also, as I use the XRM mod, tunings are quite valuable and if that does indeed = rep then I'd rather have the rep.

Still not played with all aspects of this script. Keep up the good work!

Cheers,

Scoob.
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Tiek
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Post by Tiek »

Scoob wrote:Hi TECSG,

Am I right in saying that the rep you get when returning a captured ship is based on the ships value? If so is there any way to have a ship not eject all it's tunings etc. when returning it? This will increase it's value thus the rep received.

I think ejecting cargo, shield and lasers is fine however extensions aren't something I make use of myself. Also, as I use the XRM mod, tunings are quite valuable and if that does indeed = rep then I'd rather have the rep.

Still not played with all aspects of this script. Keep up the good work!

Cheers,

Scoob.
Indeed it would be interesting to have an option whether to return the ship as it is, or be able to select what and what not to eject if this is related to the notoriety!

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