[SCR] Player Shipyard

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apricotslice
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Post by apricotslice »

Yeah, thats a mod that extends the numebr of cargo spaces at the PHQ. I dont see where you say it adds it to the boron ship yards in the description; however, thats a mutt point now.
We are talking about 2 different things.

The specification of the PHQ.

Getting it saleable in the shipyards.

They are nothing to do with each other !

thunderai wrote:It was added via appercotes Player Headquarters and Military outpost at shipyards scripts. I had to buy it for about 194m, place it in a TL and then deploy it like any other station.

Update:

You will love this: I cheated a headquarters into the game in the same sector as my current one, then went back into the cheat menu to add the aegir blueprints into the game. They showed up as avilable blueprints at the new headquarters, but not the old headquarters. I then was able to get your script to work as advertised.

Somehow appercotes script to add in the PHQ breaks it someplace in the game. This is TC 2.0. I'll see about sending him a PM to see if he can think of a reason why it would be broken - as the PHQ works in every other way, but I can't cheat it or use it the way your trying to.

The delivery point is called a "Crystal Fab L Alpha", and I'm in 2.0. Didn't know there was a Crytsal Fab L in 2.0

I do really like the station layout and how it shows the progress of the build though. I may just cheat myself a PHQ to replace my exisitng one when I reload this test.
All functionallity of the PHQ is based on the file hq.xml, and that needs a mod to change it in the game. The mod does nothing except change the specification of the PHQ. Changing the mod after you create a PHQ in the game, does NOT change the existing PHQ.

I dont know why you think that should be adding the PHQ to a shipyard, because it does not. Its a specification only.

Adding it to a shipyard is a script issue, and so it has a separate function and thus a separate download.
then went back into the cheat menu to add the aegir blueprints into the game. They showed up as avilable blueprints at the new headquarters, but not the old headquarters.
You would need to cheat the blueprint into BOTH headquarters stations to get them in both. The cheat doesnt put them "into the game", it puts them into a specific station.
thunderai
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Post by thunderai »

Either i'm not making myself clear or your confused.

Lets start with the basics. You have a script that adds the PHQ to the Born ship yards, that has only one version v1 as provided in the SPK file. That has nothing to do with the extended PHQ mod, as you said.

The script to add the PHQ is broken. The cheat script can not interact with the broken PHQ, and thus neither can this script ( which is awesome by the way).

I can prove this by cheating in a new PHQ and using the cheat on that station. The new blueprints go right into the newly cheated in PHQ when they would NOT with your scripted PHQ when using the cheat menu on it.

I never used the old version of your extended MOD, all I have is the v2 mod. Now I did build the PHQ well before I downloaded your extended MOD, but I fail to see why that is important since you said they have nothing to do with each other.
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apricotslice
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Post by apricotslice »

thunderai wrote:Either i'm not making myself clear or your confused.
No, sorry, your the one who is confused !
Lets start with the basics. You have a script that adds the PHQ to the Born ship yards, that has only one version v1 as provided in the SPK file. That has nothing to do with the extended PHQ mod, as you said.
So far so good.
The script to add the PHQ is broken.
NO. The sole purpose of the script is to add the PHQ to the Boron shipyard. It shows up in the shipyard, so therefore the script works.
The cheat script can not interact with the broken PHQ, and thus neither can this script ( which is awesome by the way).
That is nothing to do with either the mod or the script.
I can prove this by cheating in a new PHQ and using the cheat on that station. The new blueprints go right into the newly cheated in PHQ when they would NOT with your scripted PHQ when using the cheat menu on it.
Fine, read on.....
I never used the old version of your extended MOD, all I have is the v2 mod. Now I did build the PHQ well before I downloaded your extended MOD, but I fail to see why that is important since you said they have nothing to do with each other.
Read my fingers, very slowly ......

The mod does NOT change any PHQ that is already in the game.

The PHQ in the game uses whatever specification was in place when you created the PHQ.

Since you added the PHQ before you used my mod, whatever issue it has is nothing to do with my mod. If the cheat script doesnt work on it, then you need to ask Cycrow about it in the cheat scripts thread.

This also has nothing at all to do with the script that adds the PHQ into a shipyard.

The very fact that the second PHQ that was added after my mod was installed works perfectly, shows that the mod works perfectly.
thunderai
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Post by thunderai »

taken to PM, I disagree with your comments.
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apricotslice
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Post by apricotslice »

Give me a short while, I'll test it.
thunderai
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Post by thunderai »

- Looks like the HQ wont make ships at the same time as the ship yard does.

- Station isn't recognized as a customer for the CAG.

- Something that tells me what the heck I'm building because I'll delete the message log about 18 billion times before whatever it is, is built. The commission screen I think is ssuppose to say this, but i get just a random text file string with no information in the field.
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apricotslice
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Post by apricotslice »

Test result :

If you use the cheat menu from your ship, it adds the blueprint to the second headquarters and ignores the first.

However, if you run the cheat menu from the PHQ you wish the blueprint to be on, it adds it to that PHQ and ignores the other one.

So to add blueprints to both, you need to do the addition twice, once from the command console of each PHQ.

Nothing wrong with any script. However, the cheat scripts have not been designed for multiple PHQ's in a game and it probably never occured to Cycrow that a player would have 2, since the vanilla game only provides for 1. Normally, scripts demand you enter which station you want, but this one doesnt.
thunderai
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Post by thunderai »

More observations:

- Why is my "Crstyal Fab L" delivery location producing items out of thin air?

It produces ore then some silicon, then it goes around and arond the list prociing and so forth. I went around and collected alot of stuff so it wouldnt have to and now it wont do anything. It has a full inventory of a bunch of items and wont do squat. If I remove all the items it starts prodcuing again.
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apricotslice
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Post by apricotslice »

Post a screen print of the production list.
thunderai
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Post by thunderai »

Here are some screenshots of my problem:

Here is a liting of the stations in Avarice:

http://i18.photobucket.com/albums/b147/ ... operty.jpg

Here is the ship commission screen. Notice I can't build cause its unavilable and the current ship is some random text:

http://i18.photobucket.com/albums/b147/ ... Broken.jpg

Here is the station trying to produce things out of thin air:

http://i18.photobucket.com/albums/b147/ ... unload.jpg

Here is the station full after I went hunting for stuff and its doing nothing:

http://i18.photobucket.com/albums/b147/ ... enotry.jpg

I think I asked for an Eclipes, no idea why its so expensive material wise. But it doesn't matter cause its not doing anything.


---

Reloaded from a save before I built the shipyard and repeated the process.

The current order is broken text without ever hooking it up to the FDN. It does not auto produce anything that I can tell until I connect it to the FDN at which point i can disconnect it from the FDN and it will produce to its hearts content. If I put anything on the station it will stop producing and wait for me to stuff it full.

I didn't try to fill it up.
thunderai
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Post by thunderai »

apricotslice wrote:Test result :

If you use the cheat menu from your ship, it adds the blueprint to the second headquarters and ignores the first.

However, if you run the cheat menu from the PHQ you wish the blueprint to be on, it adds it to that PHQ and ignores the other one.

So to add blueprints to both, you need to do the addition twice, once from the command console of each PHQ.

Nothing wrong with any script. However, the cheat scripts have not been designed for multiple PHQ's in a game and it probably never occured to Cycrow that a player would have 2, since the vanilla game only provides for 1. Normally, scripts demand you enter which station you want, but this one doesnt.
How can you run it from NOT within your ship? Is there some broadway you can walk on in the station. I tried it targeted on either PHQ, in my ship, ejected into space, docked at the PHQ, it always goes to the new one. Going in through the property screen, the sector screen. Explain to me please how you got it on the purchased one and not the cheated one. Or rather on the one build first and not the second one.

And heres something interesitng, the new one can't build ships. It was cheated in and unlike the purchased one (which can still build ships), the cheated in one can't.
Last edited by thunderai on Wed, 17. Jun 09, 09:41, edited 1 time in total.
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apricotslice
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Post by apricotslice »

Honestly, I'm not sure what it is your trying to do. And since I can never get access to filefront, I cant download your scripts and check.

Your first PHQ : Destroy it and drop another one.

There is some argument about if using the cheat script on the PHQ builds a fully functional one or not. To be safe, I always add an HQ kit into a TL and drop it normally, since the original HQ in X3Rv2 was designed only to be installed into the game that way. Better safe than sorry.

Frankly, destroy both PHQ's, cheat 2 of them into a TL, and drop them both again. Just to be sure.

If you want to email me your script spk, I'll have a look at what your doing and see if anything shouts out for attention.
thunderai wrote: How can you run it from NOT within your ship? Is there some broadway you can walk on in the station. I tried it targeted on either PHQ, in my ship, ejected into space, docked at the PHQ, it always goes to the new one.
Target the HQ
i
command console
slot one : press enter
select cheat menu option
cheat away

Every ship and station has its own command menu, you just need to access it.
thunderai
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Post by thunderai »

yeah that doesn't work for me. Plus it didn't work when I only had one PHQ. but thats neither here nor there now.
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apricotslice
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Post by apricotslice »

It should. Your probably not recognising the command entry on the stations because its different to the ships.

On ships its a menu item.

On stations you get a list of slots, and you click a slot and it brings up a list of commands underneath the slot.

Why they did it differently is anyones guess.

But its the same on all stations.
draffutt
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Post by draffutt »

hiya Osiris_sam,

glad you crossed over to TC

excellent addition to my script collection :thumb_up:

need to figure out why i am getting a read text 0-40 in the "currently constucting" area.

but some suggestions for improvement:

1) when buying the shipyard script doesn't check if i have TL docked at the HQ. i could only install the factory to TL's that where docked at other locations.

2) is it possible when buying blueprints to list all that are available rather then 2 at a time? i had to buy the valkyrie to be able to buy the mjollnir or is this intended?

3) your op stats i need to be a rank of "5" before being able to buy any terran ship. my current rank with the terrans is 0 but i was able to buy blue prints for the valkyrie and mjollnir. is this correct?

4) if i don't have any blueprints for example a TL class would it be possible to exclude those classes i don't have blueprints for from the commission ship list?

5) can you remove the aegis from the install list since this isn't used in TC and add instead boost extension and patrol command software? are the prices for the installed equipment added in the price of the ship(s)?

6) line 40 and 41 in the .getblueprints are blank for the exceptions. was there something suppose to be there?

others working good so far. :D
None of us is as smart as all of us. ~Ken Blanchard

TC player bug fixes
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Osiris_sam
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Post by Osiris_sam »

the readtext error is known, the problem is that the variable defining the pageid is loaded after that text is formed. hence problem

1) you cant buy stations from your own 'shipyards'

2) you buy the blueprints in one after another. the idea is to balance out the buying of ATF ships, which im sure were not intented to be player controlled.

3) ill look into it

4) more difficult, but ill look into it

5) slight overview... i actually went through all those wares and added them manually... so i overlooked some

6) :S i only have Gazz's complex cleaner: do you have any mods installed? not sure what that could be. both 40 and 41 are listed as terran drone

@thunderai: the station build tasks should be disabled on creation of the delivery point. you mentioned you were running FDN, im not sure but perhaps that reactivated it. when i get around to writing an update, soon i hope, i will set them to resources, which should solve the problem regardless

on your earlier post, you mentioned that the build ship was disabled -> this is because your building something :). again the readtext0-40 is known, i will correct this (see above)
thunderai
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Post by thunderai »

glad your looking into the situation, any clue as to if i install the station now that might cuse problems with your upgradd code?
Osiris_sam
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Post by Osiris_sam »

Im aware that i didnt put update checks in the initial code, i wasnt actually planning on releasing it to start with. i will probably say, wait till your current construction is done before you install the upgrade; that being said... it will be a few days while i sort some things out

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