[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

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

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Computertech
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Post by Computertech »

I do like the idea of this script, but is has a major problem with AP.

A few sectors has well over 50+ dialect / abandoned ships. Even some M2 and mammoth ships are abandoned!!!!!!! Sell one or 2 and you have enough to retire!!!!!

In less then 24 hours of playing albion prelude with this mod, there are well beyond 200+ abandoned ships. FAR TOO MANY!!!!!

It would be nice to have a script that removes all abandoned ships and not allow huge ships to be abandoned.
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TECSG
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Post by TECSG »

Hi Computertech,

The number of abandoned ships very likely has nothing to do with my mod, if you are using something like the NPC Bailing Mod, I would check your settings aren't too high.

My mod will create one ship every 12 hours (unless you change the settings) and the chances that you will get anything above an M6 are slim. The chance of getting an M1 or M2 are many thousands to 1.

Unless something is going wrong with my scripts, which, although possible is unlikely in this case I think, I would say the problem lies elsewhere.

Hope that's of some help.

@all_other_names_taken,

Sorry I didn't reply, didn't get a notification you'd posted for some reason.

No ETA on the LU version yet, got a whole crap-load of work on at the minute and haven't had time to get into X3 for ages. :(
Computertech
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Post by Computertech »

I only have the bonus package, sat network, and the savage script installed. Sectors in the war area, like treasure chest has over 200 ships and creates. I know the game produces some, but it doesn't seem likely i created that many.
So the script has produced 2 TLs and 5 M8, 4+ m6, within 24 hours at default settings. I have to assume the extreme amount of creates is from this mod along with the bailing odds. I don't have anything installed that affects that.
I even set the npc savage to 1 hour (the lowest i could get it).
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TECSG
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Post by TECSG »

Hi Computertech,

The SCS scripts try to create a ship every 6 game hours, if one is created, the next attempt is skipped (so 1 ship per 12 hours).

You can turn on logging on the script to see when a ship is created (and what ship).
GlassDeviant
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Post by GlassDeviant »

Is there a way to disable the effect where if the player already owns the targeted item, the "intelligent hotkey" calls in a repair ship, but still retain all other functions? Or, rather, what I am trying to do is, if the targeted item is owned by the player, SCS will open the salvage menu like it does if nothing is targeted, or if the target is an unclaimable item (like a faction owned ship/station, a gate, etc.).
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GlassDeviant
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Post by GlassDeviant »

Computertech wrote:I do like the idea of this script, but is has a major problem with AP.

A few sectors has well over 50+ dialect / abandoned ships. Even some M2 and mammoth ships are abandoned!!!!!!! Sell one or 2 and you have enough to retire!!!!!

In less then 24 hours of playing albion prelude with this mod, there are well beyond 200+ abandoned ships. FAR TOO MANY!!!!!

It would be nice to have a script that removes all abandoned ships and not allow huge ships to be abandoned.
Are you also using the X3TC Apricot Salvage Pack? That one can go into hyper mode and drop ships of almost any class, though the big ones are still relatively uncommon. I had to remove the spawner scripts in my game after coming across 2 Mammoths, 2 Elephants, 2 Xenon Ks, and a. It may be an interaction between the two (this one and Apricotslices) that causes the derelict spam, I have no idea.
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TECSG
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Post by TECSG »

HI GlassDeviant,

If you look at the file scs.hotkey, you will see this:

Code: Select all

074   * Repair Target?
075   if $OWNER == Player
076   |if $HULL < 100
077   ||if $TARGET -> is of class Ship
078 @ |||START $TARGET -> call script 'scs.library' :  function='repair.ship, 0'
079   ||else
080   |||set global variable: name='scs.repair.target' value=$TARGET
081 @ |||= $TARGET -> call script 'scs.library' :  function='repair.station'
082   ||end
083   ||return [TRUE]
084   |end
085   end
Comment out lines 78 and 83 (verify the numbers in the actual game though, as they are probably going to be different than IE reports them above).

That should stop the hotkey calling in the repair ship and make it pop-up the menu instead.
GlassDeviant
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Post by GlassDeviant »

Awesome, thanks!

I would have been totally lost trying to figure that out.
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TECSG
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Post by TECSG »

No problem.
Computertech
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Post by Computertech »

Not using Apricot Salvage. treasure chest, for example, has so much creates in it, my frame rate went from 60fps (hardcoded) to 10.

I have tried to setup a few transporters, like the mercury to collect them but for some reason, the savage script cannot get the ships to pick them up. I tried a few other types as well (m4, m5, etc), nothing can pick up the creates using the salvage mod. It is able to get the ships though.
GlassDeviant
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Post by GlassDeviant »

What do I use to edit scs.hotkey? It doesn't look anything like you quoted in Notepad++, and I don't want to damage the file.
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TECSG
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Post by TECSG »

@GlassDeviant,

Use the in-game script editor, but good idea to make a backup of the file first!

Scroll down to the scs.hotkey script and open it, then go to the two lines (look for the line, not the line number as some things display different numbers).

Press '.' or ',' whilst the line is highlighted to comment off the line. I forget if it's the period or comma that does it, as I tend to use an external script editor like Exscripter.

@Computertech,

Are you using the built-in Collect Wares command, or the ones from the SCS menu?
GlassDeviant
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Post by GlassDeviant »

TECSG wrote:Use the in-game script editor
I realised that just as I was going upstairs to make a tea. :shock: I should have recognised the green text.
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Zero Tolerance
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Post by Zero Tolerance »

Hi Guys,
I tried opening the ingame editor and it didn't seem to want to open.

How does that work again?

Anyhow: I used Notepad++ to open the xml file and see something like this (I cut of the lines for readabillity):

85 <line linenr="075" interruptable="@" indent="   "><var>START  ....
86 <line linenr="076" indent="  "><text>else</text></line>
87 <line linenr="077" indent="   "> ....
88 <line linenr="078" interruptable="@" indent="   "><var>= </var><var>$TARGET -></var> ...

What do I insert, and where to disable the 2 lines?
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X2-Illuminatus
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Post by X2-Illuminatus »

You cannot edit script files via Notepad++. The somewhat readable part is just used for displaying the script in your browser when you doubleclick on the script file in the scripts folder (or any folder where the x2script.xsl is present). The actual code is the one between the codearray tags.
Zero Tolerance wrote:I tried opening the ingame editor and it didn't seem to want to open.
What was the problem? Did you follow all steps as described here?
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TECSG
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Post by TECSG »

Hi,

If you can't modify the file yourself. I can do it and post it, but I'm at work, so don't have access to the files at the minute (X3 at work, wouldn't dream of it)... :wink:
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Zero Tolerance
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Post by Zero Tolerance »

OK - here's wat happened.

I installed the plugin manager, and used it to install 2 scripts.
After starting the game I saw the "modified" marker so I thought....

What can I say... I am a blond...

After 'changing' my name to ... the script editor works.

The script-change does work completely.
Watch out - line numbers are a bit different.
Do not meddle in the affairs of dragons. For thou art crunchy an taste good with ketchup.
Notice: My website is not always up and running - mostly during the day, but not always - will change soon.
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TECSG
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Post by TECSG »

Yeah, I thought the numbers may be a bit off. IE lists the headers differently to X3.
Computertech
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Post by Computertech »

TECSG wrote:@GlassDeviant,

@Computertech,

Are you using the built-in Collect Wares command, or the ones from the SCS menu?
Using the one from SCS menu. Basically collect all wares in sector.
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TECSG
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Post by TECSG »

Hi,

My wares collection script will not collect wares if they will not fit in the ship the command is issued on.

Either because the ship's cargo bay is full or the wares are the wrong class.

Can you confirm that wares that should be picked up are being ignored?

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