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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Nicoman35
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Post by Nicoman35 »

Ah crap! Ok, I got it working. Of coursse the Jumpdrive Deployment kit is a part of XRM :oops:.

And the upgrade kits are doing their jobs well - despite my fake patch installation. :P

So everything's comming up roses.

Sorry for inconvenience, doc.
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DrBullwinkle
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Post by DrBullwinkle »

I am glad that you got it working, Nicoman.

But you only gave half a report. What did you have to do to install Upgrade Kits successfully?
Nicoman35
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Post by Nicoman35 »

Well, I didn't have to do anything. They worked right away. I was just confused with the Jumpdrive deployment kit, being a part of XRM.
Having such a kit in the fright bay would not trigger the command to appear in the ship menu.

As for the installation: I made myself a .bat file, which copies all mods I want from my archive to the game folder, then openes the plugin manager - necessary for the XRM.
- Before running X3TC you must open and close the Plugin Manager (if installed), regardless of which version you are running. This is so the Plugin Manager can integrate the XRM ware size changes.
I think this could be the reason, why it works.

Just one thing: The upgrade kit is not consumed, when installing, say - a jumpdrive. Is that intended?.
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DrBullwinkle
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Post by DrBullwinkle »

OK, so Upgrade Kits work with XRM. Thanks for the report, Nicoman.

So what is a Jumpdrive Deployment Kit, then? Does XRM have a similar script built in?

The Upgrade Kit is consumed, but I added Upgrade Kits to most of the Equipment Packs. If you want to remove them, then you can edit the Equipment Packs in plugin.deliver.jd.getlists.xml.
Nicoman35
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Post by Nicoman35 »

DrBullwinkle wrote:The Upgrade Kit is consumed .....
I said: The kit is NOT consumed. :). I can still find it in the cargo hold of the upgraded ship, when the upgrade is done. Anyone else experienced this?
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DrBullwinkle
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Post by DrBullwinkle »

And I said: The kit is consumed. :P

It is just replaced by another from the Equipment Replacement Pack. Edit the packs (in getlists) if you want to change the behavior. :)
Nicoman35
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Post by Nicoman35 »

Ok, doc, I'll check this when I get home.

As for your question: The Jumpdrive Upgrade Kit is basically the same as the upgrade kit, it's part of XRM. But only a jumpdrive can be installed that way. The Upgrade Kits have more options by far. I rather use them.

Another question: I had a fully equipped Nexus, all possible speed extensions installed. Then installed the jumpdrive using an Upgrade Kit. After that, the max speed was slightly higher (went from 264 to 277). I then noticed, that a speed extension was fitted along with the jumpdrive. Why?
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DrBullwinkle
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Post by DrBullwinkle »

That is a small known bug. I will try to fix it eventually.
Nicoman35
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Post by Nicoman35 »

DrBullwinkle wrote:That is a small known bug. I will try to fix it eventually.
Did that little bug fixing for you. The file plugin.deliver.jd.fillup contains this conditional:

Code: Select all

    if $single == {Engine Tuning}
      $temp = {Engine Tuning}
      $chk = $ship->get amount of ware $temp in cargo bay
      $upgrade = $ship->get max upgrades for upgrade $temp
      $free = $upgrade - $chk
      = $ship->add $free units of $single
    else if $single == {Rudder Optimisation}
      $temp = {Rudder Optimisation}
      $chk = $ship->get amount of ware $temp in cargo bay
      $upgrade = $ship->get max upgrades for upgrade $temp
      $free = $upgrade - $chk
      = $ship->add $free units of $single
    else if $single == {Cargo Bay Extension}
      $temp = {Cargo Bay Extension}
      $chk = $ship->get amount of ware $temp in cargo bay
      $upgrade = $ship->get max upgrades for upgrade $temp
      $free = $upgrade - $chk
      = $ship->add $free units of $single
    end
This has to be changed: put 3x continue in it and the bug is fixed :)

Code: Select all

    if $single == {Engine Tuning}
      $temp = {Engine Tuning}
      $chk = $ship->get amount of ware $temp in cargo bay
      $upgrade = $ship->get max upgrades for upgrade $temp
      $free = $upgrade - $chk
      = $ship->add $free units of $single
      continue
    else if $single == {Rudder Optimisation}
      $temp = {Rudder Optimisation}
      $chk = $ship->get amount of ware $temp in cargo bay
      $upgrade = $ship->get max upgrades for upgrade $temp
      $free = $upgrade - $chk
      = $ship->add $free units of $single
      continue
    else if $single == {Cargo Bay Extension}
      $temp = {Cargo Bay Extension}
      $chk = $ship->get amount of ware $temp in cargo bay
      $upgrade = $ship->get max upgrades for upgrade $temp
      $free = $upgrade - $chk
      = $ship->add $free units of $single
      continue
    end
cheers
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DrBullwinkle
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Post by DrBullwinkle »

Nice!

Thank you, Nicoman.
Nicoman35
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Post by Nicoman35 »

Youre welcome
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DrBullwinkle
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Post by DrBullwinkle »

Stop Player Ship When Loading Saved Game

stop.player.ship.when.loading.saved.game.zip

Stops the player ship when loading a saved game.

Install with Plugin Manager or manually.
  • Uninstall with Plugin Manager or remove the script setup.bw.stop.player.ship.when.loading.saved.game.xml.
Joelnh
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Post by Joelnh »

Thank you DrBullwinkle, I wll give that one a try as well.
I have just started looking for a script that prevents my ships from being undocked at stations I have them waiting at for safety, since they never redock when a clamp is open. I found the script to undock all npc ships but not one that prevents mine from being undocked.

I have been searching egosoft and web in general for like an hour now with no success other than what I posted above.
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DrBullwinkle
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Post by DrBullwinkle »

Joelnh wrote:I have just started looking for a script that prevents my ships from being undocked at stations I have them waiting at for safety
That is a game "feature". Your docking permit has expired... didn't you hear the Public Address announcement? You must have been too busy in the Casino... ;)

I don't think you can change the behavior. It is less likely to happen if you dock fewer ships at each dock. Also, it will never happen if you buy your own dock (or get the Player Headquarters and dock there).
garrry34
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Post by garrry34 »

What would be the best way to edit the boron hull script to continue the way you have it but allow other biological hulls to regenerate, I can easily edit it to allow the ship I want to repair itself but this prevents any potential boron ships I would obtain from repairing, basically I have the ship I want to repair set as unknown race and adjusted the script but the boron ships obviously will no longer play ball, well any I own that is...
PhenomII X4 940 black edition
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DrBullwinkle
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Post by DrBullwinkle »

The easiest way to repair non-Boron ships is to use Marine Repairs.

Only Borons have Organic Hulls. ;)

(Seriously, the code is documented and fairly easy to read. If you keep at it, you can probably achieve whatever you want. But Marine Repairs is the right tool for the job of repairing non-Boron ships.)
garrry34
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Post by garrry34 »

I use MR for non biological, I use the Angelwing as my personal ship to which there is only one following the nexus lore lol I could set its race to boron in tships but I don't want the boron spawning them, would copying and pasting the line on the next line down work or would it break the script?
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DrBullwinkle
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Post by DrBullwinkle »

OK, I take back what I said about the code being easy to read. It is well-documented, but the logic is a bit sophisticated if you are not accustomed to looking at code.

The easiest way to achieve what you want is in TShips rather than the Organic Hulls script. If you make sure that your Anglewing is a class and variant that already exists in TShips, then NPC's will never spawn Angelwings. This is a quirk/feature/bug/annoyance/characteristic of the Jobs engine. (Take your pick of adjectives. ;) )

For example, if your Angelwing is an M3 of variant 0, then any job spawning a Boron M3, Variant 0, will *always* spawn a Barracuda instead of your Angelwing.

So I think that is your easiest solution: Make your Angelwing a Boron ship.

(Of course, make a copy of your saved games and your TShips in case it does not work. Remember that your saved game must match the files in your game folder exactly -- otherwise the game will think that the save is "corrupt".)

If that does not work, then let me know and I will try to point out the relevant lines in Organic Boron Hulls to copy and paste.

Oh, and, we really should be discussing this in the Organic Boron Hulls thread.
Kinnison
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Boarding Script quickie

Post by Kinnison »

I just installed your version of Improved Boarding. Not had a chance to use it yet as I've also just started a new game.

However I notice in the key bindings [Options->Controls->Interface] that the descriptions are in German. I can work with this, but is it what you intended?
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DrBullwinkle
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Post by DrBullwinkle »

Hmm.... if you are playing the game in English then you should see English texts. If you look in your t folder (X3TC\t for TC or X3TC\addon\t for AP), can you see the 9604-L044.xml file? If you open it in Notepad, do you see English text?

Did you install with the Plugin Manager?

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