[SCR] Prospector [2010-7-13 - X3TC 3.2.07]

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

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Playbahnosh
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Post by Playbahnosh »

Luisedgm wrote:Don't worry, Lucike's are safe, if you don't want to use them just leave them installed, they won't do anything.
In other words, if I install these scripts, they will do absolutely nothing?
That doesn't seem right to me somehow. I'm just thinking, because when I installed the unlimited salvage insurance script for instance, it did get me unlimited salvage insurance, it wasn't just sitting there doing nothing. Also, the terran jump gate fix replaced the accelerators with jump gates, that didn't just lie there dormant either. Are these Lucike scripts just add some optional buttons or change things outright from the get go, like the jump gate fix?

Also, this command library thing. The scipts I already installed did not need these library thingies, so I'm unsure of how or even if I want to install them. Are these just new additional files or overwriting/replacing official ones?

I'm real sorry for the lame questions, but please understand, that I grew very vary of scripts since some of them broke my game two times now (needed to completely reinstall TC) and I lost looooong months of playtimes, I just don't want to do that ever again, lest I stop playing TC altogether... :?
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Saetan
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Post by Saetan »

Playbahnosh wrote:Also, this command library thing. The scipts I already installed did not need these library thingies, so I'm unsure of how or even if I want to install them. Are these just new additional files or overwriting/replacing official ones?
Your other scripts you've installed don't need Lucikes library because these scripts didn't get developed by Lucike.

If you want to know more about the library, read it's description ... yeah, Vicrry06 still links to the German description, but I started an English description some time ago. It's posted as second post in the script collection-topic, which got already linked by Luisedgm.


There you would be able to read following:
Saetan wrote:Modified original scripts
!ship.cmd.follow.pl.pck
!ship.cmd.moveposition.std.pck
!ship.signal.killed.pck
If you don't trust these modified scripts, you could backup the original ones.
Last edited by Saetan on Wed, 24. Mar 10, 07:58, edited 1 time in total.
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Playbahnosh
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Post by Playbahnosh »

Okay, you got me. I'll install the library and the Prospector and I cross my fingers. Hope my saves don't get eliminated...

Thanks for everything! :)
strude
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Post by strude »

I don't like it when scripts replace original files. The main reason being that when I update to the new version through Steam, it will check all my files and re-download any that have changed. So then I have to find all the scripts that change original files and re-replace the originals with the script versions.

By re-mapping the command calls it really shouldn't be required to change the original files. All that needs to be done is re-map the command or signal to a replacement script. The replacement script can then either handle the event as a whole, or call the original script if nothing other than the default behaviour needs doing. Basically this

Code: Select all

Command that calls !ship.cmd.moveposition.std.pck is executed
  if not ship is performing prospector tasks
    call original !ship.cmd.moveposition.std.pck script
  else
    Do whatever Lucike needs to do
If the new code is just to do something before or after the default code just have

Code: Select all

do what Lucike needs to do
call original script
or vice versa. I dunno. I've only done it a couple of times, and I'm not really a scripter. Had to figure it out from the old reference guide, so a script master like Lucike should be able to figure it out. I discussed it with Gazz for one of his scripts here in case anyone wants to take a look.
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Playbahnosh
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Post by Playbahnosh »

I have some questions...again (please don't kill me) :)

I managed to install Prospector, and from the small test I performed it seems to be starting out fine (Mercury, installed all necessary components, brought to Asteroid Belt, docked to station, started script, told it to mine ore, everything else default). It undocked, went to a nearby pile of rocks, plopped down a nav beacon and proceeded to the next pile of rocks, so I guess it's working.

Questions:

Does the Prospector also destroy non-collectible debris, or is there some command to tell it to do that? If not, how can I make it do it? It's basically for framerate and collision detection issues, since It seems to me, that many uncollectible tiny rocks remain after the mining operation, and the main cause I started mobile mining is to rid the sectors I frequently travel to of all framerate killing/pillok nightmare "garbage". (while turning a healthy profit of course :) ) Is there a way to do that?

Q2: Here is what I plan to do: Buy a MMBS, load 5 Falcon Haulers with mining equipment, and send the detail out to mine the MMBS full of minerals (the MMBS itself is not mining). When full, dock the miners, jump to my station and supply it with ore or silicon until empty, rinse, repeat. (possibly all automated) Exactly how can I go about this to make it work? Some help would be really appreciated, my head is spinning after five solid hours of digging through the forums here :oops:
I found Lucike's scripts but those CPL and whatnot stuff seem so fracking complicated, I just cannot get my head around it :(

q3: I plan to use the Falcons as a makeshift fighting wing when the operation is attacked (fitted with good shields and forward weapons) using the carrier command. Can I put the miners in a wing and control them with the combat options to defend themselves and the MMBS in emergency, or simply dock and jump away perhaps? Would that cause complications with the Prospector?

strude wrote:I don't like it when scripts replace original files.
What he said. I have the boxed version, so I don't have a problem with steam, and I don't have problems with additional script addons, but when it modifies core game files I have to reinstall the whole game whenever I want to revert back to vanilla for whatever reason (troubleshooting mostly). It's pretty tedious...
mark_a_condren
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Post by mark_a_condren »

Playbahnosh
strude wrote:
I don't like it when scripts replace original files.
What he said. I have the boxed version, so I don't have a problem with steam, and I don't have problems with additional script addons, but when it modifies core game files I have to reinstall the whole game whenever I want to revert back to vanilla for whatever reason (troubleshooting mostly). It's pretty tedious...
Best way i can tell you to overcome this is to copy/paste your original unmodified 'scripts' folder and name the copy 'original scripts'. Then load any scripts you want to. If it goes pear shaped you can delete the 'scripts' folder and re copy/paste the 'original scripts' folder and name it 'scripts' and all as as new.

Q2. AFAIK there is not a script that will do all you want as one script. Once your MMBS is full you will have to do the fly, empty then return to mining manually.

MarCon
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Saetan
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Post by Saetan »

For the Steam-thing:

I never ever had any problems with using scripts, even not with Lucikes library, under steam version of X³:TC. Even not after updating or verifying the game data files. I guess, steam exlucded the modify-able directories?

Anyway, since the removal of the copy protection in patch 2.5 it's absolutly no problem to patch X³:TC with the retail patch. You just then run the game directly via the .exe and not via steam. Just disable the automatic update function too.


And as already said different times, and applies to any modifications and not to Lucike's scripts in special: If you modify something ... and adding additional scripts is modifying too ... you should always make backups of a completly unmodified and clean installation, if you don't want to re-install them later. It's always possible, that you couldn't find easily the files of self-running scripts which could do something to your savegame you don't like.
strude
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Post by strude »

Saetan wrote:Anyway, since the removal of the copy protection in patch 2.5 it's absolutly no problem to patch X³:TC with the retail patch. You just then run the game directly via the .exe and not via steam. Just disable the automatic update function too.
True enough for the people who understand files and folders and patches and the likes. But that's not everyone
Saetan wrote:And as already said different times, and applies to any modifications and not to Lucike's scripts in special: If you modify something ... and adding additional scripts is modifying too ... you should always make backups of a completly unmodified and clean installation, if you don't want to re-install them later. It's always possible, that you couldn't find easily the files of self-running scripts which could do something to your savegame you don't like.
I'm certainly not trying to imply that Lucike's scripts are the only ones that face this scenario. They are just the ones on the screen when this issue was posted about.

The point wasn't so much about any issues that replacing original game files may or may not cause, or not having the original files available without a full reinstall if things go pear shaped. It was more the point that given the script commands available, there shouldn't be a need to modify the original files. Everything is provided to allow full modification without editing them, so scripters should use them. Would also help in submissions for bonus packs and the likes, since the rules for that disallow editing of original files.
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DevilishMoney
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Post by DevilishMoney »

I would like to know if I should put both two MDS in the Baldric Miner and all four In the MMBS

as I am not show if you get any bonus for using more then one in a turret.

Also is the Caiman Miner better to use over the baldric Miner to feed an MMBS.
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AtomicDryad
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Post by AtomicDryad »

Found a bug (maybe?) prospectors always fly to the homebase when starting. I corrected this by enclosing the first part of the main loop in a statement that checks for a startup variable. Has this been fixed in an update?
lordmuck
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Post by lordmuck »

Downloaded Befehlsbibliothek V3412.zip (is this ok as version?)

and your mod Installing now (installing rofl extract job)

thanks for the time in creating such additions to a fine game already
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Saetan
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Post by Saetan »

lordmuck wrote:Downloaded Befehlsbibliothek V3412.zip (is this ok as version?)
Yes, it is.
lordmuck
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Post by lordmuck »

Thanks Saetan.

One question (or perhaps 1 question split up into a few questions :P )

I have 5 caiman miners named caiman 1 - 5

I tested at 1st with caiman 1 before I got the others, set him up and placed into the sector near the roid and TL I blew up the 1st stage of astroid after I had issued his command and set up, he then went laid a beacon (OK as stated) , then proceded to destroy each rock of the roid crating the "pick-up-able" rocks, I though cool ok SETA and set up another 4 miners, so far Caiman1 is still blowing the rocks of the Niv roid while the others are collecting and 1 of the others left a beacon there.
Should they EACH leave a beacon? and why is caiman 1 still destroying the "smaller" roids of the Niv roid?. (I know at some point they other parts need to be destroyed for picking up but wouldnt it be faster to fill a TL if he started collecting or is something wrong?)
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Saetan
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Post by Saetan »

lordmuck wrote:Should they EACH leave a beacon? and why is caiman 1 still destroying the "smaller" roids of the Niv roid?
Yes, each one should drop a beacon to mark his collecting area. Are you sure, that they didn't drop them? If you are IS, maybe that beacons got destroyed by smaller roid or something? But that seems unlikely to me.
Sure that they are working as prospectors and not with standard-egosoft-command?

I can't tell you for sure, but I wouldn't be surprised if caiman 1 would destroy some more roids before it starts to collect. It's more efficient to finish task one and then doing task two, than to change between these two tasks in short terms.
When caiman 1 came, it didn't find roids to collect, so it started to break 'ehm up. When the other caiman came, they found collectible debris, and so they started to collect.

But if you don't trust caiman 1, check its command or restart it.
lordmuck
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Post by lordmuck »

Yeah all is well, every1 busy as a bee got 10 now working ( I have left the cargo bay size as default which I shall upgrade after I fill a TL) rofl this brings back the feeling of Home world, so I will gear up and do this in a khaaak sector after the Aran is built :D

cool mod :D

EDIT: on that note might be off topic how would I go about defend them, as there are a lot of things to crash into. Would I set a few M3's or M7's to defend sector or position or patrol ?

thanks again
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Saetan
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Post by Saetan »

Wanna try? SRS, combined with CODEA. ;-)

Would be overkill, I guess ... at least in safe sectors. But the SRS can act as a Rescue-Service which only gets active, if one of your (and with one of Lucikes scripts active) freighters is attacked, while the freighter itself will try to emergency jump.

Of course, you can let the Security Service patrol that sector - or the collecting area itself - or even any other patrol-script.
lordmuck
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Post by lordmuck »

Thanks again, I shall look them up once I take this into khaak or UFD sector.

IS how many TS would you recommend before they kill each other or is the avoidance tuned up with this mod?.

As I do find this road quite interesting to make money + a decent fight at times (depending on sector)
lordmuck
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Post by lordmuck »

Hey mates,

Just wondered if a quick adjustment could be made.

As most people do (well I am doing anyway :P) is using the Aran as the miners home base of operations (taking advantage of its docking capability's thus using baldric miners "new game") as our credits increase I decided to try the Mobile mining base TL, so at the correct level I docked the baldric and TL at the Aran, yet I was getting the error sound to transfer the pilot. I am guessing this is because its the Aran and not a station,

So could we have pilot swapping inside the aran from TP to TL ?
breytac
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Post by breytac »

Yet another quality script from Lucike. Can't thank you enough for this (and all your other scripts of course)
Goncyn
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Post by Goncyn »

How do I mine nividium? I got the script working and a prospector collecting ore, but this is my first time mining anything and I don't have a clue where to find nividium or what settings I need. Is it only in certain sectors? Do I need set the "destroy asteroids" parameters to something >0? I'm not sure I understand what those settings do.

Edit: for the benefit of others as clueless as me, this thread "Mobile Mining Nividium for dummies" is helpful. Still not sure what the "destroy asteroid" settings for the Prospector do, though.

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