[SCRIPT] Salvage Network 2.8 [08.11.08]

The place to discuss scripting and game modifications for X³: Reunion.

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X420TokeAlot
Posts: 52
Joined: Sun, 10. Dec 06, 03:56

Post by X420TokeAlot »

hi there um im sorta new to the scripting thing but i came across your script and liked the sound of it. now upon using this script i have come across a conflict in the wares part, but was able to resolve the problem myself for my use. but so you know the conflict was with this statement in the 447074.xml file

<t id="5813">Salvage Claim Software Mk. 1</t>

now all i did was changed the id to something else

<t id="5823">Salvage Claim Software Mk. 1</t>

and this solved my problem. now able to use the script with no problems.
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TECSG
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Post by TECSG »

Hi X420TokeAlot,

The ID 5813 was originally solely used by me, but now is used by the following:

Commodity Logistics Software MK2 by Lucike
Personal Power Generator by PapaTong
Salvage Network by TECSG
E.F.S Local Jump Drive by Andras/Jakesnake5


The 5823 ID will change the price of the software from 10,752 credits to 38,996 credits, that ID is also used by:

(BPH)
E.F.S.BC.AI.Extension by Andras/Jakesnake5


However, if you are not using those, you should have no problems. If you have any future conflicts, there is a list of the IDs and the scripts that uses them here:

http://forum.egosoft.com/viewtopic.php?p=1188531

Let me know if you have any problems.
Torren
Posts: 10
Joined: Tue, 28. Aug 07, 22:38
x3

Post by Torren »

I seem to be having an issue even starting the Sat Deployment portion of this script. Any help would be great.
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TECSG
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Post by TECSG »

Hi Torren,

The Satellite Deployment is activated through a BBS advert, look for someone offering to set up a Satellite Network for you.
Torren
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x3

Post by Torren »

Thanks! Now just to find the BBS post =P
X420TokeAlot
Posts: 52
Joined: Sun, 10. Dec 06, 03:56

textread error

Post by X420TokeAlot »

hey there been using the script for a while and just got to lettin you know that there is a readtext 7353-14 in the messages. nothin really big. just thought ya should know.

cheers
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TECSG
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Post by TECSG »

Hi X420TokeAlot,

Thanks for the info, I'm not sure it's my script causing that though. Page 7353 is used by aalaardb (for his Comm Chatter Framework). My script doesn't use that page (or that script).

If you are running aalaardb's script, please let him know about the error, if not, let me know where the error appeared and I'll see what I can do.

Anyone else trying to trace a fault such as a ReadText error, the list of the scripts and the codepages they use is here.
Schabernack
Posts: 217
Joined: Wed, 18. Apr 07, 19:32

Post by Schabernack »

hi, are there any known incompatibilities with
the following scripts?

cycrows "move free ships"
cycrows "SalvageClaim Software", i would rather use this command then the inbuild, it costs 6million and has a range of 5km
xfir01s "Bail Signal Extension 2.1"
Voxols "Salvage Extension Commands"
CC Vorsitzender "Erweiterung der Herrenlosen Schiffe"
LVs "Treasure Hunt"
Brurics/gazz "Satelite Deployment", would your system use satelites from this script, too? And is it possible to optionaly disable the satelite deployment of your script perhaps in the AL?

thx&solong

edit
is there a satelite script which let me install any know equipments?
I would love to use a stealth extension on those satelites, or the selfdestruction script including a load of squash mines, or ....
learn from the past, live the moment, dream of the future
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TECSG
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Post by TECSG »

Hi Schabernack,

I am not aware of any conflicts between my script and those you mentioned, but if there are, (and between any of those scripts or others) they should be listed here:

http://forum3.egosoft.com/viewtopic.php?p=1188531

To disable my Satellites Deployment, run the script 'A1.SatelliteNetworkTERM' in the script folder, that should signal the script to abort.

As far as I know, Satellites are classed as ships, so it may be possible to install additional items on them, however, I'm sure they would have a tiny cargo bay to prevent most things from being able to fit!

As for the cloaking extention (which I assume you mean to be the built in one), I'm not even sure that works, at least, not as you would expect.
Schabernack
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Post by Schabernack »

thx for response, i will give it a try, but the cloaking device only on satelites, those i found here on the forum are mostly too powerfull to build them on ships
learn from the past, live the moment, dream of the future
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TECSG
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Post by TECSG »

Hi Schabernack,

I think if it were possible to cloak satellites, someone would have done it by now, so check the forum (try searching for 'cloak'), if you don't find anything, chances are you can't cloak satellites.

I've not heard of anyone doing it, (which is a shame), but I've not searched the forum for a while.
darnthing
Posts: 20
Joined: Thu, 13. Mar 08, 17:16

Post by darnthing »

Hi, nice script but a couple of bugs if you're interested (I realise it's years old, but still):

When I click "scan for salvage" or whatever the button is, it disengages my autopilot. :-/
It also sends a new message but doesn't actually tell me I have a new message, nor does it flash the yellow on the pilot/messages buttons.

Suggestion - Several mods are able to directly open the message window and show the relevent message (assuming no message backlog), maybe implement that functionality.

But again, nice script. I've found two TP's I never knew about before (I've only ever come across the Nova before).
Thanks
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TECSG
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Post by TECSG »

Hi darnthing,

Thanks for the suggestions, unfortunately, the auto-pilot disengaging is a side-effect of the game, not my doing, so I'm not sure if I can do anything about that.

It is easy enough to have the script notify the player (there are built-in commands to do that), but I choose the less obtrusive method (as the script can report on it's own as well as being activated by the user).

If you activate the script yourself, you may have to check the logs for a report, but it's better than messages popping up when you're in a fight or something.

In the 'vanilla' X3, there are 12 freebie ships, but the DDRS mods and XTM both add some extra freebies.

Be sure to switch on the 'Detect Crates' command though, you'll find hundreds of them hidden throughout the X-Universe (especially if you have XTM installed)!

Just make sure you have enough cargo space to pick up the goodies, you can waste millions of credits otherwise!

Enjoy the script though, and let me know if you find any bugs or have any other suggestions.
darnthing
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Joined: Thu, 13. Mar 08, 17:16

Post by darnthing »

Hey,
I figured that popping up messages would be nice (at least for the "access salvage netork") because the only time that that command runs is when done so manually, at least that I can see that's the case. As such, there's no real chance of inconvenient messages popping up during a firefight (unless you're in a M1/2 and are leaving things to the turrets ;-) ).
I don't recall the readme mentioning that that function may activate itself and I don't recall having seen any evidence of it doing so, what parameters set itoff?

I did catch the detect crates and am using it thanks. Found a pair of nice concussion generators, though first time around lost one due to lack of cargo space, so reloaded.

Thanks anyway. Very nice script otherwise.

p.s. The readme mentions the possibility of finding a Starburst and your not having confirmed it. Well I have found one in Freedoms Reach. Using the 2.5patch as well as rogueys mod (v3), so not sure if it's vanilla or roguey.
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TECSG
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Post by TECSG »

Hi darnthing,

As part of the Satellite Deployment script, the Salvage script (which uses the Satellite Network (either the SDS script or another Satellite mod)) can trigger the Salvage detection when a new ship is found.

The 'detect crates' is a very handy script, but some of the crates you find take up over 30,000 cargo (I've found over 4,000 spaceweed before!), so it's handy to have a TL you can jump in for the BIG ones! I did work out at one point that the crates in the original X-Universe alone were worth over 12,000,000cr. The XTM universe has many more crates!

I too found a starburst in Freedoms Reach, but it wasn't there originally (vanilla X3), it's either been added in one of the later (>1.2) patches, or is from a mod. The reason I haven't confirmed it in the readme is because I haven't located the origin, so possibly not everyone will have that if it's a mod. However, as I'm not using Roguey's mod, it's a good bet it's not from there!
darnthing
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Post by darnthing »

Can't you make the script discern whether it is being called automatically or manually? Send an extra arguement along or something (not really looked at any X scripts, so don't know if this is possible).

Also, something else I've remembered - the BBS advert for the satellite placements is - vague. I didn't actually know I'd be paying to have satellites deployed around the entire galaxy (I hadn't read that far down the readme yet ;-) ), but thought it'd only be for this one system.

Oh, and the message you get when you purchase just the system locations is the same as the satellite deployment message, which is a minor problem because said message explicitly mentions satellite deployment. :-)
But again, thanks.
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TECSG
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Post by TECSG »

Hi darnthing,

Although it would probably be possible for the script to discern what activated it, chances are that whilst you would prefer that it sent the report to you via a message rather than a log book entry, there are people who would complain that it sent them messages instead of writing it in to the log book. It's the old addage about being able to please some of the people some of the time...

Ah, you've answered your second point yourself, read the readme first! :lol:

I'll check out the messages, hadn't really noticed what I had them saying. (I use a modified version that doesn't require deployment of satellites at all! :o instant 100% coverage!)
Schabernack
Posts: 217
Joined: Wed, 18. Apr 07, 19:32

Post by Schabernack »

hi i run into a minor problem with the salvage software mk1,
equally i find ships whos owner were forced to bail (bse2.1) by someone else or by myself i allways get the message that the owner of the ship is not very pleased about my attempts. Shooting the fleing pilot in his space suite doesn't solve the problem he still argues from hell with me.
It is only a minor problem because i use Cycrows SalvageClaim Software instead, i did have have to wait a bit longer in the beginning till i have the 6 million credits together to get a bit more comfort ^^
learn from the past, live the moment, dream of the future
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TECSG
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Post by TECSG »

Hi Schabernack,

There are two checks made when claiming a ship, first that there is 'no pilot' listed, and secondly that the ship is not performing a command (some of Cycrows ships had 'no pilot' but were actually doing stuff (I think it was a bug in the Bounty Hunters scripts)).

If you get the message that you are trying to claim somebody's ship, make sure you are targetting the correct ship and that there is 'no pilot' listed in the ship's details. If you still get the message, it's probably one of Cycrow's. Scroll through the ship details and see what command it's executing.

Also, sometimes you can capture one of Cycrow's 'no pilot' ships, but the computer will take command back after a few minutes, so eject everything you can from it and pick it up in space when you get the chance!
Schabernack
Posts: 217
Joined: Wed, 18. Apr 07, 19:32

Post by Schabernack »

i am not sure we understood each other correctly :?

I have no reason to think it has sth to do with cycrows scripts. That one does the job which the included Mk1 software of the Salvage Network doesn't.
I targeted the correct ship left by a moron pilot.

No Guild script at the moment running. No ships with "no pilot" were taken back from god.
learn from the past, live the moment, dream of the future
tc-ap minimax

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