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

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xiriod
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Post by xiriod »

Cronos988 wrote: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).

Can you please give us a heads-up on what script you used that caused foo so we know if something happens? :)
Soyweiser
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Post by Soyweiser »

I think LV's bounty script.

http://forum.egosoft.com/viewtopic.php?t=225155

Sad, because I use both. Don't know what happens now. Perhaps bailout doesn't work now. But it should right? A bailout doesn't use signal_killed right?
mace24de
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Post by mace24de »

Cronos988 wrote: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).
Well, your post gave me the final hint to fix my freezes :). Lucike's libraries version (Version 3.3.00) replace the "!ship.signal.killed.pck", after replacing this with the vanilla file the freezes vanished and i'm playing happily for days now without any problems.
ThisIsHarsh
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Post by ThisIsHarsh »

Unfortunately I have been away from X3TC for far too long. I'm finally getting back into a position where I can start playing (=scripting) soon.

But anyway, it has been pointed out to me that I haven't made myself clear on my position with regards to modification/reuse/redistribution. The simple answer is I don't have one. Please feel free to use any of my scripts in whole or in part any way you wish. I've added a disclaimer to the OP saying as much. Enjoy!
chrisrico
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Post by chrisrico »

Harsh,

The links on the first page don't appear to work. I also tried going to your main site, and the link to the X3/TC scripts page doesn't work there either. I'm just getting back into the game again and these scripts sound awesome!

Thanks!
ThisIsHarsh
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Post by ThisIsHarsh »

chrisrico wrote:Harsh,

The links on the first page don't appear to work. I also tried going to your main site, and the link to the X3/TC scripts page doesn't work there either. I'm just getting back into the game again and these scripts sound awesome!

Thanks!
As mentioned in my other thread, links are working again now.
chrisrico
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Post by chrisrico »

Fantastic, thanks!
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apricotslice
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Post by apricotslice »

I've been using this in my current game testing the Merge mod, and its completely revitalised my game. :D

Used with my Jump to Derelict command, I spend all my time in an M1 jumping around the universe claiming abandonned ships.

Boring you might say, but no. The moment any battle anywhere creates an abandonned ship, it gets added to the jump to derelict's array, which jumps you randomly to a ship.

What this means is that its quite probable that an npc bailing in one of the Xenon sectors will have you jumping there almost immediately, while that battle is in progress. In fact, quite a number of times, I've appeared right in front of a pack of Q's with J's or K's in firing distance as well.

Combining these 2 scripts is not for the faint hearted or those lacking a change of underwear !

:lol:
Raumkraut93
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Post by Raumkraut93 »

2 questions here:

1. What does the percentage mean exactly? When I take 100% each ship will bail? At 10%: 1 Fighter out of ten? Or does it mean something else?

2. Is the percentage only for the AI-Ships or also for myself?

3. Can my Ships also bail ?

Thx. and sorry for my bad english.
"Dies ist alles, was ich über den Krieg weiss: Einer gewinnt, einer verliert
und nichts ist nachher so
wie es vorher war."

"Stellt eure Truppen auf, oh große Generäle,
Der Preis des Sieges übersteigt den Preis der Niederlage."
ThisIsHarsh
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Post by ThisIsHarsh »

apricotslice wrote:I've been using this in my current game testing the Merge mod, and its completely revitalised my game. :D

Used with my Jump to Derelict command, I spend all my time in an M1 jumping around the universe claiming abandonned ships.

Boring you might say, but no. The moment any battle anywhere creates an abandonned ship, it gets added to the jump to derelict's array, which jumps you randomly to a ship.

What this means is that its quite probable that an npc bailing in one of the Xenon sectors will have you jumping there almost immediately, while that battle is in progress. In fact, quite a number of times, I've appeared right in front of a pack of Q's with J's or K's in firing distance as well.

Combining these 2 scripts is not for the faint hearted or those lacking a change of underwear !

:lol:
Sounds a bit ... unbalanced. Though being forced to jump directly into a dangerous sector could provide a bit of arcade fun...

Raumkraut93 wrote:1. What does the percentage mean exactly? When I take 100% each ship will bail? At 10%: 1 Fighter out of ten? Or does it mean something else?
The percentage is a bit misleading I have to admit. Check this post on page 14 where I quote some previous posts I made on the exact formula and some sample values. The second quote in that post may be the easiest to read and give an impression of the general 'shape' of the function.
Raumkraut93 wrote:2. Is the percentage only for the AI-Ships or also for myself?
Your personal player ship will not force you to bail, that's your choice.
Raumkraut93 wrote:3. Can my Ships also bail ?.
Your ships will not bail. It would be straightforward to add this capability, but I would imagine it would be more annoying than fun.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

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apricotslice
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Post by apricotslice »

Sounds a bit ... unbalanced.
You obviously havent read much of what I post or my 'rant' guide. :)

I personally dont give a sh*t about balance, as long as the result is FUN. Most of what I mod and script is about destroying the balance and returning true choice to the player.

Besides, your npc bail script puts realism back into the universe, that the game lacks. I mean, how stupid is it that bailing only occurs when the player is shooting ? Very. Logically, if there are abandonned ships all over the universe, then someone can play a good game as a salvage merchant. Which having done most other things, I'm actually quite enjoying. Not knowing where your jump will take you, is part of the fun. Sure it speeds up the game a lot by being able to make big money relatively quickly, but for a lot of people, thats what they want, because they dont get very much time to play.

Its actually not much different from a player who seeks all the combat they can find, and has a high comparative level of caps. Its just that in this case, someone else does the caps, I just take the time to collect them. And made a mechanism to find them more easily. And in my mod, and the merge mod, AMS ships are as common as goner ones, so the information is available from the AMS.

If one really wanted to put some balance in, one could rationise it this way - The AMS is mapping the galaxy constantly, and sells you the co-ords to dead ships. Charge 5000 credits a jump or something and you can balance it a bit. Not something I would ever do, but it would be easy to adapt however anyone wanted it.
aka1nas
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Post by aka1nas »

ThisIsHarsh wrote:
Raumkraut93 wrote:3. Can my Ships also bail ?.
Your ships will not bail. It would be straightforward to add this capability, but I would imagine it would be more annoying than fun.
I'm 99% sure I've had some of my own carrier-based fighters bail on occasion with this script, as I've reclaimed their ships immediately afterwards.
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apricotslice
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Post by apricotslice »

I hope you fired the pilots afterwards !

:lol:

Me, I'd have scooped them up and turned them into a marine ! :D

Actually, I dont have a problem with that, its also real. Mind you, I play a minimum ship game.
ThisIsHarsh
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Post by ThisIsHarsh »

aka1nas wrote:
ThisIsHarsh wrote:
Raumkraut93 wrote:3. Can my Ships also bail ?.
Your ships will not bail. It would be straightforward to add this capability, but I would imagine it would be more annoying than fun.
I'm 99% sure I've had some of my own carrier-based fighters bail on occasion with this script, as I've reclaimed their ships immediately afterwards.
I stand corrected. It's been that long since I wrote it. Yes, it appears ships that you own can indeed bail... I wonder, do pilots actually appear as well, or is it like Xenon/Khaak where the ship just goes blue suddenly? Certainly player-owned big ships that bail will eject crew, but I don't know about smaller ships. Hmm, might have to tweak this, but noone so far has complained so probably just leave it.
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
aka1nas
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Post by aka1nas »

It's more noticeable with my CODEA fleets, and they have a fair chance of ejecting the pilot anyway for EVA pickup.
Logain Abler
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Post by Logain Abler »

Just started to use this and its a great script, it's now one of my must have :)

I've tweaked my personal build of SSDN so that drones can cap any bailed ships they were currently engaging. Works a dream with NPC bail.

LA
Mr. Trade
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Download link

Post by Mr. Trade »

When I try to download the file I get an .man file (unix?). I could be doing it wrong though. :?
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apricotslice
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Post by apricotslice »

2 issues have come up that seem to be NPCBail caused.

Occassionally, there are Fighter Drones left that do not have a race on them. In other words, they are like "bailed drones". When you collect them in any way, they end up in limbo on the player owned list and are not removable.

I've also had a toucan bail with its original full name left. This also vanished into limbo when beamed onto a ship as its not a valid ship name.

Can you have a look at these situations please ?
ThisIsHarsh
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Post by ThisIsHarsh »

Mr. Trade wrote:When I try to download the file I get an .man file (unix?). I could be doing it wrong though. :?
Umm, no idea bud. I don't use Unix/Linux. The link works for me.

apricotslice wrote:Occassionally, there are Fighter Drones left that do not have a race on them. In other words, they are like "bailed drones". When you collect them in any way, they end up in limbo on the player owned list and are not removable.
Hmm, fighter drones are handled explicitly because of this issue. Though, as I've found out just recently, the object class for drones (fighter, recon, camera, frieght) isn't always right. I'll investigate asap.

Did you happen to notice if they are Fighter Drone, Fighter Drone MK2 or Keris? It could be that e.g. MK2 are not classed as fighter drones, or something. Personally, I haven't noticed this issue at all, but then I don't use MARS goblins or do much pirating of TSs any more. I'll run some tests, see what I can figure out.

apricotslice wrote:I've also had a toucan bail with its original full name left. This also vanished into limbo when beamed onto a ship as its not a valid ship name.
I'm not clear what you mean? Are you saying that you claimed a Toucan that was not renamed after it bailed, and then you beamed it into your cargo bay where it disappeared, but stayed on your property list?
There are 10 types of people in the S&M forums - those who understand binary, and those who don't.

Black holes are where God divided by zero.
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apricotslice
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Post by apricotslice »

ThisIsHarsh wrote:Did you happen to notice if they are Fighter Drone, Fighter Drone MK2 or Keris?
Fighter Drone Mk2.

apricotslice wrote:I've also had a toucan bail with its original full name left. This also vanished into limbo when beamed onto a ship as its not a valid ship name.
I'm not clear what you mean? Are you saying that you claimed a Toucan that was not renamed after it bailed, and then you beamed it into your cargo bay where it disappeared, but stayed on your property list?
Yes, exactly that.

High Tech Trader Toucan Hauler.

Its now stored under "Unknown Object - Ships" as are 4 fighter drone mk2's.

The drones are called "Your Fighter Drone MkII".

Edit : What happens to the active drones of a ship which bails ? I wondered if the first drone is accidently being "bailed" as well ?

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