[Script] ATF Shipyard v6 (Deprecated)
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well it would be great in sector if you could get rid of that anoying insta kill guns on the da^^ thing or remove the noteriety loss
any one know how to do that
any one know how to do that
My Mods:
Sector Administration: A Tax Mod
Sector Administration: A Tax Mod
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I just tried it but there is a problom i cant seam to get it to act like a shypyard
My Mods:
Sector Administration: A Tax Mod
Sector Administration: A Tax Mod
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has anyone had issues fitting a Thor with a Jumpdrive or is it just me?
EDIT: Ok, its not the Thor, it is the Research station. It's as if the Jumpdrive isn't really there.
EDIT: Ok, its not the Thor, it is the Research station. It's as if the Jumpdrive isn't really there.
Last edited by IceFire909 on Sun, 7. Feb 10, 03:40, edited 1 time in total.
Incoming Message (4 New Messages)
Your Xenon K has Blue Screen of Death'd.
Your #deca CPU ship has 404'd.
Your Xenon P was docking and has stopped responding.
Your #deca.cefa has limited or no network connectivity.
Your Xenon K has Blue Screen of Death'd.
Your #deca CPU ship has 404'd.
Your Xenon P was docking and has stopped responding.
Your #deca.cefa has limited or no network connectivity.
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Well, you have to make an AL plugin to do that. Try looking at Cycrows Insurance contract plugin. Or the one that removes "Your" prefix. They have basic timer loop construction.eldyranx3 wrote:Now, question, and maybe I should PM an experinced script writer on this, but when do scripts run? During save load? During New Game Start? And as Imperium3 suggested, how do I set up a loop to check for conditions every x minutes?
That way, I can have the game check, say, every 30 minutes to see if 1) Player has discovered Terran Unknown Sector 1 and 2) Shipyard has been created in Terran Unknown Sector 1.
If you want I can PM you later with a small plugin I made, or even give you a template.
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Im looking in the MSCI Handbook now, deciding how much time I want to invest into v5 of the script.
Optimally, I would love the script to check all Terran Shipyards that exist in game upon load to see if they are named USC Shipyard, and to add certain stations if they are missing. The Torus would sell ATF ships if missing. On each game load if the Terran Unknown Sector 1 is known by the player, then the player can purchase ATF M1, M2, and M7M at the Torus.
That is a lot of script calls and IF/ELSE statements. Man would that be a lot of work
@ vukica: Let me see if the Torus can even handle M7+ Size docking without envoking the lightshow of death, and I'll get back to you.
Optimally, I would love the script to check all Terran Shipyards that exist in game upon load to see if they are named USC Shipyard, and to add certain stations if they are missing. The Torus would sell ATF ships if missing. On each game load if the Terran Unknown Sector 1 is known by the player, then the player can purchase ATF M1, M2, and M7M at the Torus.
That is a lot of script calls and IF/ELSE statements. Man would that be a lot of work

@ vukica: Let me see if the Torus can even handle M7+ Size docking without envoking the lightshow of death, and I'll get back to you.
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Update on v5 Beta
Most of the Aldrin Stations look to be bugged in 2.5. The food and bio fabs look like they can only produce Teladi products. The Aldrin Weapons fab only produces Poltergeist missiles. The only station that seems to work correctly is the Experimental EMP Forge, but it still cannot be added to a complex.
I have no reason to believe that Egosoft is making changes to any stations in the next patch, so, should I still include at least the EEMP forge to the shipyard in Terran Unknown Sector 1?
Most of the Aldrin Stations look to be bugged in 2.5. The food and bio fabs look like they can only produce Teladi products. The Aldrin Weapons fab only produces Poltergeist missiles. The only station that seems to work correctly is the Experimental EMP Forge, but it still cannot be added to a complex.
I have no reason to believe that Egosoft is making changes to any stations in the next patch, so, should I still include at least the EEMP forge to the shipyard in Terran Unknown Sector 1?
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v5 Released
I think Ive reached the end functionality of a simple setup script without going into arrays, plugins, or MD files. I might switch to a different script depending if I can get down the basics of the MD instructions, or until other creative universe pursuits beckon. Thanks for everyone who commented or otherwise used the script!
I think Ive reached the end functionality of a simple setup script without going into arrays, plugins, or MD files. I might switch to a different script depending if I can get down the basics of the MD instructions, or until other creative universe pursuits beckon. Thanks for everyone who commented or otherwise used the script!
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I've installed this script before starting terran plot. My rep was "Command Access". After meeting with Terran's diplomats, rank have fallen to "Outer Systems Accesa" and ATF started to attack my assets in their territory. After save and load, my rep was again highest. Do you think, it have fallen because game sets rep first time, but after that, it will never drop?eldyranx3 wrote:I guess Ive never looked to see if your ATF Rep is 'set' to a given level after each main Terran plot level is complete. If it just 'adds' to your Rep then no.dmichailcz wrote:So after finishing Terran missions, my rep will be jumping up and down? Every finished mission down, every loading up?
I am not very good in english, so please, forgive me...
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The game probably sets the ATF Rep at a set level with each plot mission. I tested v4 of the script with USC Commander, so my ATF rep was always Earth Access. Thanks for the glitch report! Makes all the effort I put into v5 seem more important now with the evening of ATF rep gains.dmichailcz wrote: I've installed this script before starting terran plot. My rep was "Command Access". After meeting with Terran's diplomats, rank have fallen to "Outer Systems Accesa" and ATF started to attack my assets in their territory. After save and load, my rep was again highest. Do you think, it have fallen because game sets rep first time, but after that, it will never drop?