[SCRIPT] Trading Distribution Network V1.01 : Update 04/10/2006
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New Update 1.01
Just a small update to change the return hom.
Diesel, i would suggest totally reseting the network and using the new version, kill all the global scripts to with plugin.tdn.*
then remove all ships and stations from the network.
then try it again and c if it works any better
Diesel, i would suggest totally reseting the network and using the new version, kill all the global scripts to with plugin.tdn.*
then remove all ships and stations from the network.
then try it again and c if it works any better
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Done as you said and it has stopped the global script problem but the other problem
Could be another script interfering I guess.
is still there, I even added another station to see if it would make a difference but no luck.The Caimen sat around doing nothing .
So i stuck 1 unit of space fuel in the LoH station to see if that made a difference, nope Caimen stationary.
So I jumped him to AP Station to see if that would kick start him. Now he is sat in the AP station going between Idle and None and strangely his E-cells are increasing even though the Stations don't stock them.
Could be another script interfering I guess.
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Code: Select all
037 skip if [THIS] -> exists
038 break

Run on object:
Code: Select all
034 while [ENVIRONMENT] != [HOMEBASE]
035 @ = [THIS] -> call script '!move.movetostation' : station=[HOMEBASE]
036 @ = wait 100 ms
037 skip if [HOMEBASE] -> exists
038 break
039 end
Code: Select all
while [THIS] -> is docked
[THIS] -> set command: COMMAND_MOVE_SECTOR target=null target2=null par1=null par2=null
@ = [THIS] -> fly to sector [SECTOR]
@ = wait randomly from 200 to 400 ms
end
$ShipTarget == [HOMEBASE] (or another Target)
if $ShipTarget -> is docking possible of [THIS]
if [THIS] -> is docking allowed at $ShipTarget
while [ENVIRONMENT] != $ShipTarget
if $ShipTarget == [HOMEBASE]
[THIS] -> set command: COMMAND_RETURN_HOME target=$ShipTarget target2=null par1=null par2=null
@ = [THIS] -> fly to home base
else
[THIS] -> set command: COMMAND_DOCKAT target=$ShipTarget target2=null par1=null par2=null
@ = [THIS] -> fly to station $ShipTarget
end
@ = wait randomly from 200 to 400 ms
skip if $ShipTarget -> exists
break
end
end
end

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LOL I actually understood most of that Lucike I've only been reading bits of scripts for a day or so.
Cycrow, the Logic is working ok apart from one little thing, I dumped some ecells, 1MJ sheilds and SpaceFuel into one Dock and let it do it's thing.
It called the ship ok split the products ok and sent it back to the other Dock
(Although no jumping). When it got there however it only dropped the Ecells and Spacefuel and left the Sheilds in the cargo bay? (there was already 1 Sheild in there though and nothing else, so that may have messed something up)
I shouldn't have a problem with space for Ecells for Jumping I'm using a Caimen SF, so hopefully getting the jumping going shouldn't be hard.
I would test a bit more but it takes ages for the Caimen to get from AP to LoH.
Cycrow, the Logic is working ok apart from one little thing, I dumped some ecells, 1MJ sheilds and SpaceFuel into one Dock and let it do it's thing.
It called the ship ok split the products ok and sent it back to the other Dock

I shouldn't have a problem with space for Ecells for Jumping I'm using a Caimen SF, so hopefully getting the jumping going shouldn't be hard.
I would test a bit more but it takes ages for the Caimen to get from AP to LoH.

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Cycrow, another issue, which you helped me with (overspawning of ships) has introduced me to the Global Script area of the game. I had to kill over a hundred plugin.m7.spawnship tasks, from an XTM 5c mod installation.
But, during this very tedious process, I had to wade through maybe a few hundred tdn.returnhome tasks.
Now, I tried the tradiing network script back when it first came out, and I removed it, all related ships and stations, back when I first noticed "slow down" issues (eventually discovered to be from old XTM install). But, I still have a little game stutter, and now I'm wondering if the few hundred or so of these "tdn" global tasks are slowing my game down. Deleting them one by one is going to be impossible; it will take days.
What do you suggest? These tasks are locked into my saved games. Any script I can run to end all of these tasks that this script started?
Thanks!
PS: Please keep the xplanation simple. I have no where near the game mechanics understanding that the rest of you guys have.
But, during this very tedious process, I had to wade through maybe a few hundred tdn.returnhome tasks.
Now, I tried the tradiing network script back when it first came out, and I removed it, all related ships and stations, back when I first noticed "slow down" issues (eventually discovered to be from old XTM install). But, I still have a little game stutter, and now I'm wondering if the few hundred or so of these "tdn" global tasks are slowing my game down. Deleting them one by one is going to be impossible; it will take days.
What do you suggest? These tasks are locked into my saved games. Any script I can run to end all of these tasks that this script started?
Thanks!
PS: Please keep the xplanation simple. I have no where near the game mechanics understanding that the rest of you guys have.
Last edited by russbo on Thu, 5. Oct 06, 04:22, edited 1 time in total.
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Yea, that's what I was afraid of. But, I figured if Cycrow knew how to write scripts that added global tasks, maybe he'd know how to kill them?
My girlffriend is not going to understand my sitting in front of the computer all day again, LOL.
Oh, and while we're playing in the Global Scripts, anyone know why I have about fifty plugin.advthrust.keepstock. and plugin.advjump.keepstock tasks going? Do I need fifty or so of each, or does just one of each suffice? If you haven't figured this out yet, my Global Scripts area is pretty big.
My girlffriend is not going to understand my sitting in front of the computer all day again, LOL.
Oh, and while we're playing in the Global Scripts, anyone know why I have about fifty plugin.advthrust.keepstock. and plugin.advjump.keepstock tasks going? Do I need fifty or so of each, or does just one of each suffice? If you haven't figured this out yet, my Global Scripts area is pretty big.
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I'm going to have to suggest that this script might be referenced as a beta, until the global task issue is officially taken care of. It has caused me a lot of unnecessary headaches, and a tremendous waste of hours over the past two days. Not typical for the usual Cycrow wizardry.
Initially, I thought my game slowdown was due to older XTM mod scripts causing spawning issues in my game. After going through two days of dealing with that, I now discover that that was not the issue. The slowdown has been due to the Trading Networks' initial plugins. I literally have HUNDREDS of plugin.tdn.returnhome tasks running in my global scripts I have spent hours killing these, (my mouse is maneuvering better), but I still have quite a while to go before all of these tasks are gone.
An excellent concept, as usual by Cycrow. I hope the future issues of this do not cause this problem. I can't tell you how aggravating it is to kill hundreds of tasks in the global script area, using a mouse that jitters across the screen.
EDIT: I'm done. I think, quite literally, there were well over five to seven hundred of these tasks running. Got them all; killed quite a few other nonrelated tasks in the process. Not sure what's going to happen to my game, but, I am amazed at how smooth the mouse moves now. Those tasks must have used a lot of processor power.
Looking forward to a version that doesn't do this.
Initially, I thought my game slowdown was due to older XTM mod scripts causing spawning issues in my game. After going through two days of dealing with that, I now discover that that was not the issue. The slowdown has been due to the Trading Networks' initial plugins. I literally have HUNDREDS of plugin.tdn.returnhome tasks running in my global scripts I have spent hours killing these, (my mouse is maneuvering better), but I still have quite a while to go before all of these tasks are gone.
An excellent concept, as usual by Cycrow. I hope the future issues of this do not cause this problem. I can't tell you how aggravating it is to kill hundreds of tasks in the global script area, using a mouse that jitters across the screen.
EDIT: I'm done. I think, quite literally, there were well over five to seven hundred of these tasks running. Got them all; killed quite a few other nonrelated tasks in the process. Not sure what's going to happen to my game, but, I am amazed at how smooth the mouse moves now. Those tasks must have used a lot of processor power.
Looking forward to a version that doesn't do this.
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i anwsered the question about the keepstock script in the advanced jumpdrive thread, but they rn't needed, you can remove them and make sure you have the latest versions of the scripts, download them again if your unsure.
as for removing them from global task, its easy to put them on, but unfortually impossible to remove by scripts.
but make sure u have 1.01 of the script, it should have fixed the returnhome problem
as for removing them from global task, its easy to put them on, but unfortually impossible to remove by scripts.
but make sure u have 1.01 of the script, it should have fixed the returnhome problem
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Interesting approach. Not the "push where the demand is", nor "push in one direction anyway".
Other scripts could do the input and output, but co-operation of distributors and salesmen could be smart. And smart buyers. Normal ship can only buy 2 gPPC, because a station can only hold to. Forge may have at least 8. And the network can hold that many (if it has at least four Docks).
How does it compute the average when a whopping 2 gPPC drops into the basket of five stations?
Other scripts could do the input and output, but co-operation of distributors and salesmen could be smart. And smart buyers. Normal ship can only buy 2 gPPC, because a station can only hold to. Forge may have at least 8. And the network can hold that many (if it has at least four Docks).
How does it compute the average when a whopping 2 gPPC drops into the basket of five stations?

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Still trying to work out why the ships don't jump, the only time they use the jumpdrive is when you add a ship.
I guess this narrows it down to the lib.jumptomax because everything else uses it except the add ship script.
I did notice you used !move.jumptosector instead of !move.jumptostation but I guess thats because it makes the rest easier. For some reason mine misses the jumpto statement and uses moveto instead?
I guess this narrows it down to the lib.jumptomax because everything else uses it except the add ship script.
I did notice you used !move.jumptosector instead of !move.jumptostation but I guess thats because it makes the rest easier. For some reason mine misses the jumpto statement and uses moveto instead?