[SCRIPT] Add Orbital Weapons Platforms to Argon Prime Shipyard v1.01 - 19.12.08

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WildAce
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Post by WildAce »

xiriod wrote:
apricotslice wrote:Actually, I'd suggest you add them to all shipyards. That way, no matter the start, people can find them somewhere.



@WildAce

If you like, you can just open the script and change the destination from Argon Prime to the sector of your choice. You'll spot it at once you open it.
ahhh thx, i didnt know it was so easy to modify a script on the fly ingame

ive now got them in Family Pride, thx for the tip. it actually helped me with more than just this script. i was able to modify the add Jumpdrive & Triplex scanner script to add transporter devices and salvage insurence also, which imo should be in non argon sectors some where in the game any way. because ive been suffering as a savage split not having the basic tools at my disposal
xiriod
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Post by xiriod »

Great! :) Yes, it is fairly simple some times. I never thought it myself a couple a weeks back but when I tried I actually manage to make it work. Then there's no need for apricot to do for you either, as I suspected you'd manage to do it on your own.

That's it for me for some time. Christmas is coming up. I will be here sporadically but not very often. Have a merry one, to all of ya'! :)
Craeshen
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Post by Craeshen »

Stealth17 wrote:Ok, I'll try using two OWPs with PPCs; one at each gate. Backed up by a Thresher with PCCs and Ion Cannons. Hopefully that'll teach em 8)
Owp's seem too have very large cargo bays fill it with missiles and watch the fireworks.

Fyi wildfire missiles are the best bang for your buck lol quick and 15k damage.
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Spaceweed Adict
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Post by Spaceweed Adict »

Well xiriod your mod works well but I noticed a problem when I tried to deploy the platform in my home sector.

No prob jumping it in but the problem was stopping the bloody thing.
It travelled about 200km accross the sector before it eventually come to rest.
I tried stopping it with my tractor but as soon a I released it well it was off again. :gruebel:

What gives. How the hell do I control this thing :?

Have I just got to wait till it stops then tow it back to were I want it.
Hieronymos
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Post by Hieronymos »

Must confess I've actually never learned how to use a tractor beam :oops: Guess I'll wait for fudd's "OWP as ST ware" version to debut!

Which begs the question, why shouldn't OWP's be treated like Station kits??
strikor
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Post by strikor »

Try jumping it OOS. That way you won't have the acceleration from exiting the gate.
dubnium
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Post by dubnium »

Hieronymos wrote:Must confess I've actually never learned how to use a tractor beam :oops: Guess I'll wait for fudd's "OWP as ST ware" version to debut!

Which begs the question, why shouldn't OWP's be treated like Station kits??
because they are not stations and because it's a pain to create new wares?
Hieronymos
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Post by Hieronymos »

because they are not stations and because it's a pain to create new wares?
Yup, pretty much. Functionally, OWP's share characteristics with both ships and stations...and are thus 'tween worlds.

Another idea is to stick with current model of OWP's as ships, but give them tiny engines..3-4m/s speed, or something. Then jump 'em in, and slowly move them into position.

At DDRS mod, we don't mod vanilla ship specs in any way, as a rule. But this seems a good place for an exception.
Knetter_Gek
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Post by Knetter_Gek »

xiriod wrote:
apricotslice wrote:Actually, I'd suggest you add them to all shipyards. That way, no matter the start, people can find them somewhere.

Sorry. As I said at the beginning, this was it. It works, so I am not going to improve or expand it any further. If someone wants to do, be my guest. :)

As I see it the OWPs are Argon design, and that is why I put it in the Argon Prime Shipyard.

@WildAce

If you like, you can just open the script and change the destination from Argon Prime to the sector of your choice. You'll spot it at once you open it.
I have tried to do this (my first scripting attempt *ever* in a X Universe game... pleas be gentle ;) )
I copied the script, changed the sector to Queen's Retribution, changed the SY to the SY in that sector, and changed the race to Boron, then ran the script. No weapon platforms.
Saved, loaded. No platforms.
Cursed a little, tried again with the SY in Patriarch's Conclusion (obviously making it Split this time ;) ) and still no luck.

Now, my rating with the Boron is the highest, with Split it's so-so, the rest of the universe and particularly the Argon hate me... but I figured that should not matter.

I'm note sure what I am doing wrong, but if you feel obliged to give me a firm kick in he right direction I would like to make these scripts for every races Super Shipyard in the X universe (and yes, that means moving the OWPs from Argon Prime to Cloudbase South East). I wouldn't mind hosting those scripts for download and putting your name on them... plz? pretty plz? very pretty plz?
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
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apricotslice
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Post by apricotslice »

Setup scripts should be implemented by saving, quiting and then starting the game up again.
Knetter_Gek
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Post by Knetter_Gek »

apricotslice wrote:Setup scripts should be implemented by saving, quiting and then starting the game up again.
I did do that, but the SY didn't stock my toys.
Point in fact, the script is still there and I've exited and gotten back into the game a dozen times over (it's been a week or two since I made the first copy.) including two complete computer reboots for installing a new HDD and a BSOD caused by being a monkey with hot-swapping the wrong drive :roll:

====
Oh hang on - monkeyism again I think. I copy the script. I edit the tcopy, change it as I describe, save it, then save the game, quit, load the game, and nothing happens. But if I then look at the script, it says Argon Prime again... the script does show up in the /scripts/ folder though. (but with the AP code in it)
I'm doing something wrong there. I'll go and find what eh? :oops:
--
I manually created the same script from scratch. When I create and save the script, then save, quit and load the game, the script is gone from the script editor. It is also not in the /scripts/ folder.
I think maybe I should just give this up again.
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
semiliterate
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Post by semiliterate »

afaik, if it's not tagged setup.whatever in its name, the saving/loading is unnecessary, just run it.
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apricotslice
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Post by apricotslice »

Cut and paste the script into here so we can have a look at it.
Knetter_Gek
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Post by Knetter_Gek »

apricotslice wrote:Cut and paste the script into here so we can have a look at it.
Thanks!


The script's code.
[ external image ]

Ran it,
[ external image ]


It shows up in the Editor all right:
[ external image ]

But there's no XML file which means after I save and load the script is going to be gone.
[ external image ]

I can't help thinking that that, as well as the fact that if I simply copy and the paste the script and modify the copy, it reverts back to the previous incarnation after a save/load combo, that's related to the problem. I'm not sure what is causing that yet though.
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
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apricotslice
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Post by apricotslice »

Have a look at the script setup.apricot.gunbus.xml in the AMS mod.

The main problem with your script is that it isnt actually adding any qty of the station into the shipyard. Theres 2 parts to doing it and your only doing the first part.
Knetter_Gek
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Post by Knetter_Gek »

apricotslice wrote:Have a look at the script setup.apricot.gunbus.xml in the AMS mod.

The main problem with your script is that it isnt actually adding any qty of the station into the shipyard. Theres 2 parts to doing it and your only doing the first part.
I do not have tha tbut I do have some other scripts, and I see what you mean.

I'm really not sure why the adding of these OWPs to Argon Prime did work - this was a direct copy-paste and edit the shipyard from the original script... :?:
Oh well, I'll go and try this. Aftrer I manually rewrite the script cause it's gone and vanished again.

---
Added the extra lines and ran the script with the same utter lack of result.
I've a week vacation coming up Wednesday... I think I'll revert to Vanilla and add the scripts I like without all the dozens of scripts I added over the last months and see if a fresh install retains scripts I make.

If anyone else wants to use the same script as above and see if it works for them that might save some troublehshooting :roll:
We are all explorers of the deepest reaches of space.
We don't just watch space on our monitors and listen to the sounds in it:
We, all of us, each and every one of us, owns, to a man, as many operational Space Shuttles as NASA does.
Yes, we're all that awesome. Give yourself a hug.
WhiteStar1
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Post by WhiteStar1 »

Stealth17 wrote:How well do those OWPs work OOS? I've cleared out Xenon Sector 347 and I now use it as my own HQ. Through the Take-over-sector script I'm the official owner. That is eh... still debated by the Xenon. Therefore I have a Boreas patrol the sector. Would it be enough to put two OWPs at the two gates (S and E) and have them do the defense work?
I have a large fleet there too and its still meanly contested :evil: Proving too expensive to keep it while doing the HUB mission - 3 Boreas, 4 Titans, 2 Tigers, 2 Panthers with 20 M3 each. I just can't get the OWP to get to the sector. How to get them moving :?
Intel Core i5 @2.8GHz, GA-H55-UD3H AMD 6870 XFX MoH 4GB DDR3 Sound Blaster Xi-Fi X3:R/TC VDF Air Marshall
WhiteStar1
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Post by WhiteStar1 »

Spaceweed Adict wrote:Well xiriod your mod works well but I noticed a problem when I tried to deploy the platform in my home sector.

No prob jumping it in but the problem was stopping the bloody thing.
It travelled about 200km accross the sector before it eventually come to rest.
I tried stopping it with my tractor but as soon a I released it well it was off again. :gruebel:

What gives. How the hell do I control this thing :?

Have I just got to wait till it stops then tow it back to were I want it.
How did you outfit it and get it to jump?
Intel Core i5 @2.8GHz, GA-H55-UD3H AMD 6870 XFX MoH 4GB DDR3 Sound Blaster Xi-Fi X3:R/TC VDF Air Marshall
muddy_soap14
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Post by muddy_soap14 »

when i try to open the file to instal it, it says windows can't open this file?
any one know why?
ogamerdg
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Post by ogamerdg »

ok ive had this script working fine but i just looked at my ODS and and all you can see are the turrets and missles :? the whole body is missing??? It still works just cant see the body!

The scripts/mods i am currently using are:
ring of fire
bounty boost
complex cleaner
Ap libraries
community plugin configuration
Prospector + libraries
cheat package
custom wing manager
lazcorp crystal free SPP
ship hijacker
universal explorers
orbital defense stations
Teladi Information Service
did have player workshop

could any of these be the problem? cause all it is is the body and it's the same with your OWP mod and also the cheat script?

Also i havent installed any new patches or anything still using 2.1.

Do i need to uninstall and reinstall? and if so just delete the files i moved?

Thanks
WhiteStar1 wrote:How did you outfit it and get it to jump?
Personaly i cheat towing is a pain so i use the cheat script and jump it to where i want it. And to outfit it just trade cargo.

EDIT: Is working now for some reason :? kind of wierd
You can't have SLAUGHTER without LAUGHTER!!!

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