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

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BeagleRush
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Post by BeagleRush »

apricotslice wrote: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.
This was the bit I was inquisitive about - I've never scripted anything and was wondering how exactly to do it?
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apricotslice
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Post by apricotslice »

Turn editor on if not already on.
Go in.
Select script to look at.
hit enter.
scroll down code.
find empty line.
press enter.
look at the menus and commands within the menus.
allow your eyes to glaze over.
exit out of script editor.
Scream "help".


:lol:

Thats what most people do :)

There are a few guides around, and the original X2 manual, which are limited help. Mostly its try and try again until you get something to work, ask questions on how to do things, or beg a scripter to do it for you.
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Big Bad Orca
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Post by Big Bad Orca »

Thanks for the scripts - I'm using the salvage pack (latest) and enjoying the new features!

I am wondering about the claim software which strips the wares and dumps them in space... where? They are certainly being stripped, however not appearing in space anywhere. Also, when I use the beam containers hotkey, I hear the noise and they disappear from space, but don't show up in my cargo bay...

Any ideas,

Thanks.
My favourite memory of the X series was babysitting that TL across half the universe in XTension and finally arriving in Getsu Fune to be gifted the TL! I called her Big Bad Orca...
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apricotslice
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Post by apricotslice »

They get dumped into space as close to 0,0,0 as can be done. If something is there, they get spread around it.

You might not see them on the map, but they should be listed.

Not all ships have anything, so you might just have been unlucky.

Are you sure you have cargo space ? If you dont have enough space, they will be destroyed.

Likewise, if its a fitting or software, and you already have it on board, it will just be destroyed.
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Big Bad Orca
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Post by Big Bad Orca »

Thanks for the info - I've tried this several times in different sectors. The last one I did had Ore and 3 25mj shields on board. Scanned it first... then when I claimed it with the hotkey it had nothing and there were no containers in space anywhere - have a good satellite set up in most sectors now.

The beam containers aboard makes them disappear in my game too... they don't turn up in the ship even though there's loads of room for them.
My favourite memory of the X series was babysitting that TL across half the universe in XTension and finally arriving in Getsu Fune to be gifted the TL! I called her Big Bad Orca...
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apricotslice
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Post by apricotslice »

Are you talking about normal caps or NPC bails ?

My expeience is that normal caps are normally empty when you claim them.

NPC Bails on the other hand are more than 50% stocked with goodies.

For the beam problem, try reinstalling the scripts. Its not something I can duplicate.

Are you using the mod scripts or the salvage pack scripts ?
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Big Bad Orca
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Post by Big Bad Orca »

I'm using the salvage pack scripts. I installed them with the new plug-in manager. I'll retry by installing with the old (tried and tested and wonderfully crashing) one.

Thanks for your help!
My favourite memory of the X series was babysitting that TL across half the universe in XTension and finally arriving in Getsu Fune to be gifted the TL! I called her Big Bad Orca...
Knucles2
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Post by Knucles2 »

Hi apricot,
I'm playing X3TC 2.5 with AMS Mod v. 2.10 installed. I was a bit fearfull that the 2.5 upgrade might mess with your mod but no probs so far :D
One prob i have had even before 2.5 follows:
When i first start a new AMS game (I've started several to learn what it does) I get the Piracy and Custom options in the Command list. Seems after I save the game they disappear. Do I need to upgrade my AMS Mod? Is there one to upgrade to?

Also, a curiosity:
I've just completed the Hub mission ( on Easy, of course :D ) and about a game hr later I noticed about 20 (!) Apricot Wanderers stacked on on of the Hub Gates. The Boron have a less impressive force stacked on their gate. Is there something about the Wanderers I should know??? The Boron seem to thinks so :D

Anyways, thanx for a cool mod package. It will keep me busy for quite a while in the X Universe :)
X2-The threat, $20
A new gfx card to play X2- the Threat, $100
Having a wife so addicted to GTA/SA she doesn't care how much time I play X2-The threat, Priceless!

:D
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apricotslice
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Post by apricotslice »

Current AMS is v2.11 . That was the 2.5 version.

Wanderers do have a habit of meeting up, but I've not seen more than 6 at a time in a sector. Must be something to do with the gate you joined using the hub. The more busy the gate is, the more of them potentially will have to wait to go through. I have seen big fleets stationed round the gates at time, but thats nothing to do with the mod.

Most of what you need is hotkeyed now, so you dont need the piracy menu, use the hotkey. Custom though would be the Cheat pack. Best to get the latest version of that and install over the top to be sure nothing happened to it.

The wanderers can make enemies. If they hit a ship while you are in sector, and it turns red to them, they will take it out. That can then affect race relations, and a race may decide not to like them.
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corhen
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x3tc

Hey. Apricot.... im having a little trouble with your mods....

Post by corhen »

Hey. Apricot.... im having a little trouble with your mods....

for some reason, your scripts keep trying to rename the Hub Sector (Gian Prophecy) to some name with apricot in it...

then, if i look at the info pane on the HUB sector, it dedicates the secotor to "Apricot MAping Services"

why is this? did i DL a bad script?


Thanks
New Apricot Rename Hub Sector

This is a tiny mod that allows you to change the name of the HUB sector to whatever you like.

Unzip into the TC folder. Zip contains a readme, a text file and a script.

In order to change the name and description of the sector, you must edit with notepad, the file t/8687-L044.txt and change the Apricot name and description to whatever you like. Then start the game and the sector should have the new name showing.

Please let me know if you find any issues.
oops, just noticed that...
Jovianmoon wrote:
apricotslice wrote:...auto-pillok...
Are we ready to collide with that asteroid?
Yes sir! Engaging auto-pillock!
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apricotslice
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Post by apricotslice »

The AMS Mod does that. Yes. :)

I've not heard of this Gian Prophecy for the hub sector. Is that a 2.5 addition ?

I uploaded a way for anyone to change the name of the hub sector. If you dont like the Apricot name, download the renamer, edit the text file and enter what you would like.
TEKing66
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xr

Post by TEKing66 »

apricotslice wrote:Apricot Mapping Service is my in-game entity, the corporation I play in the game.

Ideally, I'd love to have a script that updated that kind of info, and charged you a fee for it :D

As it happens, if you use the cheat script, you get all that anyway.

Apricotslice,

This is something I was working on for X3R - you might be able to use some of it. [url] http://forum.egosoft.com/viewtopic.php? ... light=[url]

This checked each time a player enter a sector. if no Satellite was in place a scripted in company sent out a delivery ship and dropped off your shiny new Advanced Satellite at 10Km above center of the sector.
Then it charged the player the average price of the Satellite plus a small installation fee.

I did advance the script a little further than what is on the linked post.
Think it could be turned on and off in the AI settings menu. And, I remember I was wanting to get it to recheck sectors where sats had already been placed, (not sure where I left this).

If your interested, I could send you everything. Might save a little work.
My mods for X3TC & X3AP

Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
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apricotslice
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Post by apricotslice »

Nice idea. Its well worth releasing.

I have partly done this in the mod now. I introduced the Wanderer ships to simulate mapping activity in the universe, and I redid the show all sectors script to update all sectors known at the loading of the game. I've not taken it as far as actually charging for the updates though, or updating during a session.
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corhen
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Post by corhen »

yea, that renaming script dosnt run for me

i told it to change the name to "Corhen's Paradise" but it still shows up as an Apricot name
Jovianmoon wrote:
apricotslice wrote:...auto-pillok...
Are we ready to collide with that asteroid?
Yes sir! Engaging auto-pillock!
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apricotslice
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Post by apricotslice »

where did you put the text file ? and is the script in the scripts folder ?
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corhen
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Post by corhen »

yea, i didnt change the file arcitecture.

i tried running the scrip ingame after it continued to not work, just to be double sure, but that didnt do anything

i also checked the T file (the one i was supposed to edit) to make sure i didnt change anything on that i wasnt supposed to.
Jovianmoon wrote:
apricotslice wrote:...auto-pillok...
Are we ready to collide with that asteroid?
Yes sir! Engaging auto-pillock!
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apricotslice
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Post by apricotslice »

ok I'll have to check it.
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apricotslice
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Post by apricotslice »

Bug fixed in the setup script.

New zip uploaded. Download and reinstall. Should work this time.

Sorry for the inconvenience.
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BeagleRush
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Post by BeagleRush »

Me again, I didn't even get far enough to have my eyes glaze over - I can't find the script I'm supposed to be adding the blueprints to!

I went through the entire list looking for "blueprint" or "hq" or "apricotslice" but I can't seem to find the script which I'm supposed to be editing.

Can I beg you or anyone else who knows whats up to help me out here? :lol:
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apricotslice
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Post by apricotslice »

script apricot.blueprints.xml from the Merge Mod.

it has repeating 2 lines.

line 1 adds what blueprint to add - change this to what you want
line 2 does the addition

repeats 7 times

for more, just use the editor copy and paste hotkeys to add both lines as many times as you want.

the script itself would need to be run manually from the script editor.

Its crude, but it works. You will need to learn the basics of scripting as you do this, no way around it.

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