[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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Crathes
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Post by Crathes »

hey apricot, i have a suggestion for a new beaming script. Posted about it in the scripts and modding forum, and was directed to the gathering part of the mod/script library. I am allready using your Merge mod, so i thought i could fly my suggestion by you:
Crathes wrote:Mobile mining is a pain, because you have to run around carefully to not bump into anything just in case it isn't blown apart enough.
My idea is to make this a little easier and quicker by enabling a ship to use the transporter device to beam in the targeted rock if it is in range (1km?) and if its the right size to be picked up.
I would love to have something like this, mobile mining is just so boring, but its a very good way to make money in semi-early game if you mine nividium. But it just takes so damn long, and if you bump in to anything your shields are gone quicker than you can say apricot three times... and then your dead chelt.
The two most common elements in the universe are Hydrogen and stupidity.

I am THE STIG
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apricotslice
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Post by apricotslice »

If I'd had any idea about how to do it, I'd have probably done it a long time ago.

Alas, I dont think the debris you can mine is actually a beamable object. And I'm not sure how to identify them to fake it.
EnderIII
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Post by EnderIII »

I've got a question about the salvage mod.

I have activated the "Jump to Derelict" Command. I jumped to a bailed Xenon K! The claim hotkey wont work. Is it possible I am missing certain software? Or do I need to board it to claim it?

p.s.-the link on the http://apricotmappingservice.com/ site to go to "slice of x" is broken. There are two spaces after the link and it gives a 404 error(It comes out to (http://apricotmappingservice.com/sliceofx.html%20%20) you have to delete the two %20s to go to the site.
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apricotslice
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Post by apricotslice »

Last bit first, is that what the problem is, I looked and couldnt find it. :oops:
Thanks.

The vanilla claim command wont claim M6 or bigger.

The salvage pack comes with a replacement that requires you to assign the hotkey to a joystick, mouse or keyboard key. Then use that all the time.
EnderIII
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Post by EnderIII »

apricotslice wrote:The salvage pack comes with a replacement that requires you to assign the hotkey to a joystick, mouse or keyboard key. Then use that all the time.
Hrmm. I assigned it to the 8 key(not numpad, shows no conflicts).

I highlight the ship then press the key(8) right? Nothing seems to happen :(

What gives an error is highlighted in green in this image.

http://img17.imageshack.us/img17/4818/brokenlinkn.jpg


I tried it in both chrome and internet explorer. Get the error in both.
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apricotslice
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Post by apricotslice »

The claim software only works on the current target.

Highlight
Target
Claim key.
EnderIII
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Post by EnderIII »

apricotslice wrote:Highlight
Target
Claim key.
It's not working.

Do I need certain software? Does it conflict with system override software?
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apricotslice
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Post by apricotslice »

It replaces system override software, and you do need to buy the Apricot Claim software. From the script, should be in pirate bases. In the mod, its at my bases.

Alternately, just script in Apricot Claim Software using the cheat script.
EnderIII
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Post by EnderIII »

Pirate bases only show system override software. :/

The set I have installed is also labeled "System Override Software"

Is a new game required?
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apricotslice
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Post by apricotslice »

no, should work as soon as installed.

Edit......

Damn, I used the wrong script in the pack. Its adding into a specific station which doesnt exist.

Sorry, I'll get a fix in shortly.
EnderIII
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Post by EnderIII »

apricotslice wrote:no, should work as soon as installed.

Edit......

Damn, I used the wrong script in the pack. Its adding into a specific station which doesnt exist.

Sorry, I'll get a fix in shortly.
Hah! Take your time, I just un-installed it so that I could try it on a fresh install :(
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apricotslice
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Post by apricotslice »

Salvage Pack v2.3 uploaded.

It should add Apricot Claim Software into Argon EQ docks now.

Please test and let know if any problems.
Jabba85
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Post by Jabba85 »

hey i got the ams on tc and and a few of the command options have disapeered i.e the piracy and the custom 1,cant find them anywere so cant claim ship unless i eject and cant beam dock etc,any1 got any ideas why theyve gone?

Thanks
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apricotslice
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Post by apricotslice »

I've not heard of that problem before.

What exactly did you install, and can you do some screen prints of the menu now ?

Beamdock should show up in nav commands, on the ship you want to beam. So to beam it on, you need to access the command menu for the ship to beam, then specify the carrier to beam onto.

Claiming should be done off a hotkey. You need to buy the Apricot Claim software (or script it onto your ship using the cheat), and set the hotkey (mine is on my joystick).
EnderIII
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Post by EnderIII »

Jabba85 wrote:hey i got the ams on tc and and a few of the command options have disapeered i.e the piracy and the custom 1,cant find them anywere so cant claim ship unless i eject and cant beam dock etc,any1 got any ideas why theyve gone?

Thanks

Have you ran the plugin manager recently? It tends to mess up more often then it works.
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apricotslice
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Post by apricotslice »

Run the old one. It either works or crashes, but at least its consistent.

The new one is still under development and cant be considered reliable yet.
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BeagleRush
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Post by BeagleRush »

Hey apricot, I'm a bit of an RTS fan so I like the idea of building up my credits to a point where I can set myself up as self-sufficient in a little corner of space - my very own empire. Unfortunately, as far as I can see, even with the PHQ I wouldn't be able to produce additional shipyards for my expanding empire, nor would I be able to buy any more factories as I would have no shipyards. Clearly this would be a problem that would raise its ugly head around the same time I told all the other races in the Universe to bugger off.

Anyway, I was looking at your scripts and noticed you said it was possible to script in the factories and shipyards to the PHQ. I'm all for this, and am planning on downloading your PHQ scripts when I get a spare mo', so I thought I'd ask early - how exactly can I script it so that I'm able to manufacture my own stations and shipyards?

Thanks for any reply!
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apricotslice
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Post by apricotslice »

There is no point in having player shipyards. They are a paperweight, nothing more. They dont do anything.

The PHQ was designed to be the all purpose Player HQ, including the shipyard functions.

Scripting, you use the 'Add blueprints to PHQ' command in a script. So whatever stations you want to make, you just add the blueprint for it. Once the PHQ has the blueprint, you can select it just like a ship. Once built, you load it on your TL and drop like normal.
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BeagleRush
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Post by BeagleRush »

apricotslice wrote:There is no point in having player shipyards. They are a paperweight, nothing more. They dont do anything.

The PHQ was designed to be the all purpose Player HQ, including the shipyard functions.

Scripting, you use the 'Add blueprints to PHQ' command in a script. So whatever stations you want to make, you just add the blueprint for it. Once the PHQ has the blueprint, you can select it just like a ship. Once built, you load it on your TL and drop like normal.
Ah, okay, I thought by 'script in' that I would have to tinker with scripting for each blueprint I wanted to add. My mistake!

Also, I asked about Shipyards because I assumed there could only be one Headquarters, and I planned to use Shipyards to supplement building queues. Is it fine to have multiple PHQs running concurrently?
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apricotslice
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Post by apricotslice »

Yes, you can have as many as you want.

But there is a problem with scripting blueprints, as the script will only work on the last one added, if run from the ship.

But if you write a script to add all blueprints you will ever want, each time you add a PHQ, you just run the script again and they will be added to it.

The devs didnt really build the PHQ for having more than 1, but at least they didnt build in any major problems with having multiples. I always tend to use 2 or 3 in my games. One is for basing ships. One is for scrapping ships and building. One is for npc sales.

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