[SCRIPT] Salvage Network 2.8 [08.11.08]

The place to discuss scripting and game modifications for X³: Reunion.

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TECSG
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Post by TECSG »

Hi herocrafter,

No problem, if only all of life's problems were solved that easily!

Just so you know though, the 'Detect Crates' only works in the ship you are flying, and if you leave that ship, the script will deactivate and you'll have to activate it in the new ship (if you have the software!)

There will be a delay of a second or two the first time the script runs, but then every sector you enter will be scanned and any crates automatically targetted for you.

Enjoy!
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defiant1
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Post by defiant1 »

How do I install this...the instructions say its .spk however when I downloaded it it was in .exe form...are you going to reupload this (XTM .7 compliant version) so its .spk or what?
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Senator Vrax
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Post by Senator Vrax »

TECSG wrote:
Just so you know though, the 'Detect Crates' only works in the ship you are flying, and if you leave that ship, the script will deactivate and you'll have to activate it in the new ship (if you have the software!)

Which script do you have to run to re-activate it?
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herocrafter
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Post by herocrafter »

I think what TECSG means is that you just have to pick the detect crates command again in the new ship as it stops working when you change ships.
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TECSG
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Post by TECSG »

Hi defiant1,

The script is a .spk file, and you use Cycrow's Script installer to install it. If you got an .exe file, you did something wrong or your PC isn't setup to handle .spk file properly. Worst case scenario; install (or reinstall) Cycrow's Script Installer, download the Salvage Network again and reinstall it with the Installer!

(There are plenty of links for the installer on the forum, that should setup your PC to handle .spk files properly).

Senator Vrax,

Herocrafter is right, all you have to do (in the ship you change in to) it select the 'Detect Crates' option from the 'Additional Commands' menu again. Sorry I didn't explain that better!

The script will ONLY work in the current 'player ship', as it checks each sector as you enter it to see if any Crates were drawn in the Objects List, it's not 100% foolproof, but works (as far as I know) most (if not all) of the time.

BTW, there's some lovely crates out there, especially in the new XTM sectors, but be warned, some of the freebie ships and crates are booby-trapped Pirate ambushes!
Senator Vrax
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Post by Senator Vrax »

Hi TECSG,

The problem i have found is that after changing ship, the 'Detect Crates' option doesn't show anymore in the additional commands menu.
This is why i thought that i would have to run one of the scripts to have the commands reappear in the menu.


Edit : Doh!! :oops: i've just realised why its not showing. I didn't have the salvage claim software mk.1 installed on the ship i changed to.
I bought that and the option has returned to my menu, so all is peachy again. :D
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TECSG
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Post by TECSG »

Glad you got it sorted Senator Vrax!

I must admit that once or twice I've done the same thing!
Pogi
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Post by Pogi »

@TECSG..Think I found a problem...I upgraded to your newest version..Like the detect crates now :D ..But...Now when I salvage something and even board it, it always shows up as "no pilot"..Everything I salvage does this. When I run a check of the network my own ship that I am in shows up as "salvagable"...Nothing has "me" as the pilot anymore.. :?
X3..The most fun a man can have...With his clothes on.
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TECSG
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Post by TECSG »

Hi Pogi,

Thanks for the info!

Can't think why that's happening, as my script doesn't rename the pilots of any of the ships, are you running any other mods?

I'll re-check my script, but if no-one else has the problem (and no-one else has reported that happening), it may be something else that's the cause of the problem, or possibly conflicting with my script.

Do you know if this is only on 'freebie/spawned' ships, or is it also on ships you've captured too?
avicenna
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Post by avicenna »

I just checked to see whether Pogi's observations were happening in my game.

Everything works O.K.. All ships, captured, purchased or trader have the appropriate pilot.
"A man may imagine things that are false,
but he can only understand things that are true."

Sir Isaac Newton
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TECSG
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Post by TECSG »

Hi avicenna,

Thanks for that, I think it's probably due to another script Pogi is running, as mine shouldn't be altering any names of pilots for any reason!

I know one of Cycrow's scripts (can't remember which one) created ships that had 'no pilot' but were performing tasks, as I had problems with that before with my script recognising them as 'derelict' when they weren't, maybe it's something like that...

Actually 'claimed' one of those once, after a few minutes, it took off on it's own again and ownership reverted to the computer...

If anyone else does have the same problem as Pogi though, please let me know (and what mods you are running) and I'll see if I can identify which script is to blame (mine or otherwise)!
Pogi
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Post by Pogi »

Well I went about uninstalling scripts and mods and found the problem/conflict.."I think"..Pirate Guild v0.95...After removing it everything seemed to work ok..Was having the same problem as posted above too, with my captures and finds going off on their own sometimes and changing their friend/foe setting..sometimes getting me into trouble.. :)... thanks for your time..Great script :D
X3..The most fun a man can have...With his clothes on.
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TECSG
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Post by TECSG »

Hi Pogi,

Cycrow's Guild scripts may have been where I had the problem before (one of his scripts was creating ships for various 'tasks', but they had 'no pilot', so my script thought they were 'claimable'). I did modify my script so it would ignore ships that had orders (even if they had 'no pilot').

I'll re-check my script though, as I lost some stuff in a recent HD failure (lost a (nearly full) 350Gb HDD :cry:) and had to revert to some backups, maybe that part of the scripts was one of the casualties... :gruebel:
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defiant1
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Post by defiant1 »

EDIT: NVM I figured out the problem, when downloading it it wanted to download as an .EXE instead of .SPK all you need to do is change the extention from .EXE to .SPK and it should work fine
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TECSG
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Post by TECSG »

Hi defiant1,

The extention is .spk already, which is why I thought your PC might not be set up to handle .spk files properly.

If I click on the download link on P1, I get the 'save' box and the type of file is displayed as 'X Plugin Manager Package'.

If your PC thinks it's an .exe file, you might need to check your file type setup.

Let me know if you still have problems though, and I'll put it up as a .zip file if necessary.
Pogi
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Post by Pogi »

EDIT: NVM I figured out the problem, when downloading it it wanted to download as an .EXE instead of .SPK all you need to do is change the extention from .EXE to .SPK and it should work fine
This happens to me every time I run CCleaner..It wipes out my .spk files program associations...When I downloaded this update it was .exe as well...Just renamed it and the installer worked fine.
X3..The most fun a man can have...With his clothes on.
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TECSG
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Post by TECSG »

Hi Pogi and defiant1,

It sounds like your installer isn't installed properly, or at least, doesn't set up the registry properly.

Programs like CCleaner will (generally) check for the program associated with an extention and doesn't find it, then, beliveing it to be invalid, deletes the association.

This can happen with programs installed in the 'Program Files' folder, as some programs get confused by the space in the filename.

Have a look in your registry for the .spk entry, and if there is a space in the path/filename for the Installer, the whole entry needs to be in quotes.

For example, if your registry has something like this:-

C:\Program Files\X Script Manager\XScript Installer.exe

try changing it to:-

"C:\Program Files\X Script Manager\XScript Installer.exe"

The two quotes at the start and end should tell all programs to treat the whole line as one entry, not seperate the line by spaces.
Trokhon
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Post by Trokhon »

Whenever I enter a sector with satellites in it. I get another satelite built imedeately

Whats going on here?
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TECSG
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Post by TECSG »

Hi Trokhon,

That's a strange one, I don't know why that should be happening and no one else seems to be having that problem. Can you provide me with the following information please:

1. The coordinates of the 'new' satellite (displayed on the bottom left of the sector map when you target the satellite).

2. Do you get a satellite EVERY time you enter the sector with an existing satellite, or just the first time?

3. Is the existing satellite one deployed by my Satellite Network program, or one deployed by yourself (manually) or another Satellite script?

I'll try to sort out your problem as soon as you can let me know the answers. Thanks.
[CMA]Radon
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Post by [CMA]Radon »

Hmmm. I can't get the script from either mentioned locations. (eg 1st page and 3rd page). FILE NOT FOUND is the error I get. Could you by any chance get it fixed up? Thanks.

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