[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]

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

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Hieronymos
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Post by Hieronymos »

What about the AL menu?
Walterses
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Post by Walterses »

lol beats me ????
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
Psychocandy
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Post by Psychocandy »

xiriod wrote:Just a question. Can your script interfere somehow with the vanilla marine boarding procedure?

Reason I ask, is I tried to board a Panther and as soon as the marines reached the hull it blew up. Every time I tried. So I came to think of that weapons platform that blew up, remember? Seems strange if there is a conflict, but I have to ask.

A Panther is an M7 class. I have huge ships bailing off. But big ships bailing on.

EDIT: I disabled big ships bailing, and then normal bailing commenced as it should. And I captured it :D
Yes, I'm having this problem too! Are we the only ones? My marines keep destroying ships instead of capturing them. What the hell is going on? :/
jasonrr987
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Post by jasonrr987 »

does anybody have a working link to this, because the link is dead and i really want to try this mod, thanks if anyone can help
milp
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Post by milp »

Is there any way for me to make it so the equip damage is even lower than "extra"?
mpcribeiro
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Post by mpcribeiro »

Is this script fully compatible with latest TC v2? Thanks
Fall Guy
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Post by Fall Guy »

works for me
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defiant1
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Post by defiant1 »

this sounds like it will fit well my type of play style..."cap n' go" but one thing, I assume the "biosoftware" thing (scanner?) is included with this script or is that something else in another one of the "required" scripts this one uses?


I ask because I like to keep as few scripts in my game as possible and if possible take ones that depend on other scripts and "merge" them into one script so there is less work for the CPU (ie instead of 8 scripts I condence the 8 into one script file that still does what it supposed to but in a self contained package to make uninstalling quicker for me).



Thanks for makeing this, time to test it out and see if my fleet will grow big...er..............hehe :twisted:




EDIT: I just installed the scripts. ect loaded my save game and went to the AL plugins menue but there are no options there, is this one of thoes "you need to restart your game" type of things? or is there a trick I can use to get it working in one of my save games? I dont feel like trying to redo my current fleet...if that can be avoided...
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Hieronymos
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Post by Hieronymos »

defiant1,
you could try starting a new game for a little testing, first to see if script even starts. Also use Cycrow's cheats to 'add Navsat in all sectors'. Then see what pops up.

I've also found that my wingmen start capping enemy fighters with this script. Realistic eh?
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defiant1
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Post by defiant1 »

already tryed a new game still didnt shot up, ill try adding sats in different sectors...hopefully ill find a way to tell if it is working...
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X2-Eliah
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Post by X2-Eliah »

This script does not show up in AL plugins because it uses the "Cycrows community plugin manager", which you should have installed.
You have to set a hotkey in the game options for it.
MutantDwarf
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Post by MutantDwarf »

I assume the "biosoftware" thing (scanner?) is included with this script or is that something else in another one of the "required" scripts this one uses?
The Bioscanner is part of stock X3TC. It wasn't added by any mods.
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Sesk
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Post by Sesk »

Claimed a Raptor with 8 fighters docked, and they seem to be still affiliated to the Split...

EDIT: Now there are 17 fighters docked... Seems they are coming back. Jumped it to a Shipyard, sold it for 87 million, had a handful of guns, nothing fancy, looted a Hull Magnetizer Device or something, I don't know if this is a good or bad price, only ship shopping I do is when I wanna go destroy one. (Point being, did I get the credits for the docked ships ?)

EDIT2: Ex-Paranid Small Orbital Platform that keeps putting Terran as 'Foe' ?

Where are the "all your damned docked ships are belong to us" and the "brainwash the damn AI before turning it back on" commands ?
CraterFace
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Post by CraterFace »

@Sesk: Concerning the Small OWP: Did you try turning off/remove all turret commands then re-setting its F/F setting, then turning on turret commands?
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Sesk
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Post by Sesk »

Yea I removed all turret commands (=None) and used set to global settings, and every 2 seconds it would flip back to Foe.
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Serial Kicked
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Post by Serial Kicked »

Hi,

It seems that there's a major bug in your script. I've not yet read your coding (will do) but from what i've heard from my users, your code is altering the signal killed and/or attacked so that's always the player the attacker/killer even if it's not.

I won't take 4 pages to tell why it's a no go as there's already a bunch of threads on the subject. And like i said i've not read your code yet, so i may be wrong. But if i'm right that's really not the way to implement it, at least if you want to stay compatible with most of other scripts and basically with the game itself.
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xiriod
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Post by xiriod »

Serial Kicked wrote:Hi,

It seems that there's a major bug in your script. I've not yet read your coding (will do) but from what i've heard from my users, your code is altering the signal killed and/or attacked so that's always the player the attacker/killer even if it's not.

I won't take 4 pages to tell why it's a no go as there's already a bunch of threads on the subject. And like i said i've not read your code yet, so i may be wrong. But if i'm right that's really not the way to implement it, at least if you want to stay compatible with most of other scripts and basically with the game itself.

I haven't seen ThisIsHarsh here since early this year I think, perhaps he's not supporting this script any longer?

I've read your post ten times, but I can't figure out in layman's terms what foo this script causes combined with yours? :) I've been using the bailing AddOn since it came out and it works well for me. But then again, when I installed the Pirate Guild script had regular freeze lock-ups. Is this what you are referring to?
Cronos988
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Post by Cronos988 »

Serial Kicked wrote:Hi,

It seems that there's a major bug in your script. I've not yet read your coding (will do) but from what i've heard from my users, your code is altering the signal killed and/or attacked so that's always the player the attacker/killer even if it's not.

I won't take 4 pages to tell why it's a no go as there's already a bunch of threads on the subject. And like i said i've not read your code yet, so i may be wrong. But if i'm right that's really not the way to implement it, at least if you want to stay compatible with most of other scripts and basically with the game itself.
What the script does is mapping a secondary signal to SIGNAL_DAMAGED. I could see no evidence of any of the effects you mentioned.
I've read your post ten times, but I can't figure out in layman's terms what foo this script causes combined with yours? Smile I've been using the bailing AddOn since it came out and it works well for me. But then again, when I installed the Pirate Guild script had regular freeze lock-ups. Is this what you are referring to?
I'm having freezes when I kill some specific Xenon ships, I'm currently trying to resolve this. I am suspecting this script, but neither uninstalling nor unmapping the SIGNAL_DAMAGED for Xenon ships had any effect so I'm in doubt.
aka1nas
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Post by aka1nas »

Cronos988 wrote:
I'm having freezes when I kill some specific Xenon ships, I'm currently trying to resolve this. I am suspecting this script, but neither uninstalling nor unmapping the SIGNAL_DAMAGED for Xenon ships had any effect so I'm in doubt.
I'm having the same issue with Khaak Corvettes. It usually does happen when their hull is low or they are about to die, I hadn't made a connection to the BSE before, though.
Cronos988
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Post by Cronos988 »

Ok false alarm ;)

This skript does not lead to freezes. The Freeze was caused by another script which had remapped SIGNAL_KILLED. For some reson the uninstall Script that should have reset SIGNAL_KILLED to standart behaviour did not get all ships. After rerunning the uninstall Script, there has not been another freeze (yet :P).

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