Eyes and Ears mission bugged

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Trinexx
Posts: 4
Joined: Tue, 5. Aug 08, 05:08

Post by Trinexx »

Shimrod wrote:I found Pearle, he must have flown to the nearby USC orbital supply base in Mars. It shows astranought docked and comms menu shows up Capt. Robert Pearle.

However he won't get on your ship even if you dock or comm him.

But I persuaded him to leave the station. I could then collect him as he was flying. Then when I go to the split sector, the plot updated !=)

Here's how I persuaded him to leave:-

-----

$station = USC Orbital Supply Base (Mars)

$pearle = $station->find ship: class or type=space suit, race=terran flags =0 refobj = $station maxnum = 1 with homebase = null

=$pearle->move to position: x=0, y=0, z=0 with precision 1000m

So I'm having the same problem as you and have made an attempt to try and make a script as you have described even though I'm a scripting novice. However going though the menus I cant seem to find the function to use for the first line for defining the station name.

I'm pretty sure I understand the logic of it (define the station name, find "ship" of ship type/race... at defined station, move "ship" to position.), but I cant seem to be able to find the function that allows me to define what station it is. (In my case it is Drone Factory Alpha in Omicron Lyrae)

If you can offer some more specifics for this particular script and what specific functions you used for this it would be greatly appreciated.
Creston
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Joined: Tue, 3. Feb 04, 21:48
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Post by Creston »

Wouldn't it just be easier to reload a savegame? :)

(hint : ALWAYS have one dedicated savegame you only save into right before you take a big plot mission. If it bugs out on you, you can always go back.)

Creston
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fOSSil
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Post by fOSSil »

deltadragon wrote:I'm having a problem with this mission also. I have the Captain in my cargo bay, and the mission updates when I enter sector to "Build: Satellite in Family Zyarth" but it simply won't recognize when I deploy a satellite in the zone. This is on the steam version of the game. :(
This happened to me as well, when I used the Explorer Software's "Deploy Satellite Network" command. It would not recognise, that I built the satellite.

When I manually eject the satellite it works without problem (press "f", click on Navigation Relay Satellite, eject one). And please verify, that you have Cpt. Pearle in your freight bay during the mission. Hope it helps.
Garner1
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Joined: Thu, 28. Jul 05, 14:51
x3

Post by Garner1 »

Ahh, would this also explain the reason why I cant do the 'go to unknown sector to find the target ship' mission thats not long after the sats?

You get given a new ship after speaking to the Terran Cap ship (M1/2 cant remember) who tells you the fleet will meet you once you get there. I switched to the new ship, didn't like it after testing on a unlucky pirate nova flying past, switched back to my Nova, sold the gifted ship and then went to the Unknown sector.

Nothing. Next part of the mission refuses to trigger.

Guessing I'll go check that sector I switched ships around in/that shipyard. Joy of joys.
Shimrod
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Joined: Tue, 18. Feb 03, 01:43
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Post by Shimrod »

[quote="Trinexx]I'm pretty sure I understand the logic of it (define the station name, find "ship" of ship type/race... at defined station, move "ship" to position.), but I cant seem to be able to find the function that allows me to define what station it is. (In my case it is Drone Factory Alpha in Omicron Lyrae)

If you can offer some more specifics for this particular script and what specific functions you used for this it would be greatly appreciated.[/quote]

Hi Trinexx,

The command your looking for is at: General Commands -> <RetVar/IF><Expression>. Select variable, and it'll form the expression variable=(?). Use 'select station' to select the station instance from universe to assign to it.

Sorry for not posting some re-usable source but these scripts are saved as rather large XML files, the long lines in them distorting width of the forum thread.

Also I noticed there's an XML style sheet in the X3:TC scripts folder that allows me to show script examples in a legible way.

I've posted 2 script examples below for reference.

Note: The pipe character '|' is being used by the style sheet to indicate indentation. Its not part of actual script.

The first one is for ejecting a space suit from a specified station (i.e once you know where pearle is):

Code: Select all

Script glen.ejectpearle
Version: 0
for Script Engine Version: 41

Description
Description
Arguments
1: station , Var/Station , 'station' 
Source Text

001   $pearle = $station -> find ship: class or type=Space Suit race=Terran flags=0 refobj=$station maxnum=1  with homebase=null
002   if $pearle != null
003 @ |= $pearle -> move to position: x=0 y=0 z=0 with precision 1000 m
004   end
005   return null
The second one will search for docked space suits at stations in the specified sector and report any finds to the players log book. Can be used to help locate pearle.

Code: Select all

Script glen.findpearle
Version: 0
for Script Engine Version: 41

Description
Description
Arguments
1: sector , Var/Sector , 'sector to search in' 
Source Text

001   if $sector == null
002   |return null
003   end
004   
005   $shiptype = Space Suit
006   $findflags = [Find.Nearest] | [Find.Multiple]
007   
008   $stations =  find station: sector=$sector class or type=null race=null flags=$findflags refobj=[THIS] maxdist=null maxnum=20 refpos=null
009   
010   if $stations == null
011   |return null
012   end
013   
014   $count =  size of array $stations
015   
016   $iStation = 0
017   while $iStation < $count
018   |$station = $stations[$iStation]
019   |if $station != null
020   ||
021   ||$ship = $station -> find ship: class or type=$shiptype race=null flags=0 refobj=$station maxnum=1  with homebase=null
022   ||
023   ||$station.name = $station -> get name
024   ||$sector.name = $sector -> get name
025   ||
026   ||if $ship != null
027   |||write to player logbook: printf: fmt='found spacesuit at sector '%s' station '%s'', $sector.name, $station.name, null, null, null
028   ||end
029   ||
030   ||
031   |end
032   |inc $iStation = 
033   end
034   return null
Unfortunately I don't know a way to feed such source back into X3. I'll leave it as an excercise for the reader. Remember keying in the old ZX spectrum games from magazines? Now you can re-live those fond days =)
Trinexx
Posts: 4
Joined: Tue, 5. Aug 08, 05:08

Post by Trinexx »

Thanks for the help. I finally got it working!

Once I got the "<RetVar/IF><Expression>" function in there to select the station it finally worked and the space suit undocked and the mission was able to be carried out.

Well actually the first thing I tried to do was kill him for the trouble he caused, but he wouldn't die.

Now hopefully if I encounter another strange problem like this Ill have a faint idea of what to do to solve it.
dnc666
Posts: 61
Joined: Thu, 5. Jul 07, 17:14
x3tc

Post by dnc666 »

Shrimrod your second script example is exactly what I need as It has been a long time since I engaged in plot missions. Idont know where the hell Pearley baby is!!!

I'm a totally ignorant fool to the script editor and need some help entering these two scripts. I tried but it was taking me ages to figure out wherre everything is in game and It would of been alot easier if I was able to type/ copy your script in.

Am I missing a quick way or do I need to learn more about the script editor, because this does seem like a very long winded way of finding private pearle!

If Shrimrod or anyone could help it would be greatly appreciated! :D
dnc666
Posts: 61
Joined: Thu, 5. Jul 07, 17:14
x3tc

Post by dnc666 »

Me and Shrimrod have been trying to search for Pearley using a script but to no avail. Although the mission guidance points to the Orbital Defense station in Asteroid belt...

So I am quite confused atm...

Any other help would be appreciated or maybe a way of resetting the mission parameters.
dnc666
Posts: 61
Joined: Thu, 5. Jul 07, 17:14
x3tc

Post by dnc666 »

Nevermind, apparently you need to be a in the ship you originally arrived at and have a CLS which my sabre did not and also have some room for Pearley, and hopefully be able to listen to what he says when "Successfully Docked" rings!

Alls good now!

:D
LazerX
Posts: 46
Joined: Sat, 25. Mar 06, 07:55
x4

Post by LazerX »

Ok thank for help on script. I got him to eject. I'm willing to upload the script if anybody need it. I just don't know what the best site for it. All you have to do is edit the station line and point it to station where your Captain Pearle is at then run it.
Arsenal
Posts: 148
Joined: Tue, 3. Feb 04, 23:28
x4

Post by Arsenal »

Thanks Shimrod you saved me, well not me but the storyline :)

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