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

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ThisIsHarsh
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Post by ThisIsHarsh »

OK, taking me a bit longer than I thought to get new hosting, and seems some files are in demand, so I've uploaded to Hyperfileshare:

NPC bailing addon

And especially for tophereth:
Salvage commands & NPCs
Explorer Command Extension
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tophereth
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Post by tophereth »

Thank you so much. I have been pulling my hair out since yesterday because I wasn't able to download the files and start a new game.

Your addons are that essential to my x3tc experience.
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RLHDLW
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Post by RLHDLW »

Hi, thanks for the effort, Thisisharsh. But the new link for the NPC add-on doesn't work either.
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ThisIsHarsh
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Post by ThisIsHarsh »

RLHDLW wrote:Hi, thanks for the effort, Thisisharsh. But the new link for the NPC add-on doesn't work either.
Just tried it myself and it worked. Hyperfileshare seems to be not as good as I remember it being, but the download link is enabled eventually.
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Igor.tverd
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Post by Igor.tverd »

@ ThisIsHarsh, are you planing to release any updates for NPC Bailing Addon? It's very good script which makes the game much more realistic but it takes out some of the challenge of getting xenon ships. I was wondering if you could make a version where Xenon bail rate was controlled separetly?
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lordmuck
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Post by lordmuck »

Hey nice addon,

One question: would this addon give a % chance for one of MY ships in wing/protect/follow mode who attack an enemy to bail?

I hope its not OP and that the bailouts for my ships to be as == chance as the player

I think that IF in the options to turn off non player ships causing bails I would have this option off, as I am imagining tones of freebie ships :S
ThisIsHarsh
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Post by ThisIsHarsh »

Igor.tverd wrote:@ ThisIsHarsh, are you planing to release any updates for NPC Bailing Addon? It's very good script which makes the game much more realistic but it takes out some of the challenge of getting xenon ships. I was wondering if you could make a version where Xenon bail rate was controlled separetly?
Actually, despite this being most definitely my most popular script, it isn't currently on my todo list, since most people actually seem satisfied with it. Xenon ships are crap anyway, so what's so bad about being able to cap them easily?

Having said that, fair enough, more user options is always on the cards, so consider it officially added to the todo list.

It's just I've got so many other scripts to maintain, especially with recent server+hard drive troubles, you may be in for a bit of a wait on this one.

lordmuck wrote:Hey nice addon,

One question: would this addon give a % chance for one of MY ships in wing/protect/follow mode who attack an enemy to bail?

I hope its not OP and that the bailouts for my ships to be as == chance as the player

I think that IF in the options to turn off non player ships causing bails I would have this option off, as I am imagining tones of freebie ships :S
OK, your first sentence I get, but then you confuse me. If you mean "do player-owned ships bail?", then no, they do not. Surprisingly, people haven't really requested this feature. I think people can foresee it being more annoying than anything else. But it's actually a fairly simple change to add an option for player-owned ship bailing. Would anyone really be interested in such an option?
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LeSash
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Post by LeSash »

ThisIsHarsh wrote:[If you mean "do player-owned ships bail?", then no, they do not. Surprisingly, people haven't really requested this feature. I think people can foresee it being more annoying than anything else. But it's actually a fairly simple change to add an option for player-owned ship bailing. Would anyone really be interested in such an option?
I think it could add realism and immersion to the script, and if there was an on/off switch, players could try it out. Having said that, I agree that it might be too much of an annoyance if your ships bailed left right and centre.

Also, it raises the interesting question (at least to geeks like me) whether player ships have pilots. I guess it wouldn't be hard to check (I'm not at home so can't at the moment). If so, do they have morale and all similar to npc ships? And from a trivial POV, where do these pilots come from, when I just claim a ship in the middle of nowhere :wink:

Anyway, I'd much prefer the return (?) of the Bravado scanner. Or it's there but I'm too dumb to find it (have bioscanner, but just can't see it). :D

Great script, btw :thumb_up:
ThisIsHarsh
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Post by ThisIsHarsh »

LeSash wrote:
ThisIsHarsh wrote:[If you mean "do player-owned ships bail?", then no, they do not. Surprisingly, people haven't really requested this feature. I think people can foresee it being more annoying than anything else. But it's actually a fairly simple change to add an option for player-owned ship bailing. Would anyone really be interested in such an option?
I think it could add realism and immersion to the script, and if there was an on/off switch, players could try it out. Having said that, I agree that it might be too much of an annoyance if your ships bailed left right and centre.
OK, consider player ship bailing, and all the additional options that must entail, added to my ever increasing X3TC todo list.

LeSash wrote:Also, it raises the interesting question (at least to geeks like me) whether player ships have pilots. I guess it wouldn't be hard to check (I'm not at home so can't at the moment). If so, do they have morale and all similar to npc ships? And from a trivial POV, where do these pilots come from, when I just claim a ship in the middle of nowhere :wink:
An interesting thought indeed. The simplest option is just to do the same as for Xenon/Kha'ak, where no pilot ejects, the ship just stops. Actually having pilots involved could add a whole other dimension to this script that could be a massive project in its own right.

LeSash wrote:Anyway, I'd much prefer the return (?) of the Bravado scanner. Or it's there but I'm too dumb to find it (have bioscanner, but just can't see it). :D

Great script, btw :thumb_up:
I think I purposefully removed the bravado scanner, though I can't remember my reasoning.

EDIT: "If you're willing to delve into the script editor, you can re-enable the bravado scanner by uncommenting line 13:" - do not do this. I remember why I disabled it. I didn't have a firm grasp of hotkeys at the time, so you will end up with a new duplicate hotkey added every time you load the game if you uncomment that line in the setup script.

I'll look into a better solution for those of you that liked the bravado scanner.
Last edited by ThisIsHarsh on Sat, 17. Apr 10, 18:50, edited 1 time in total.
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nuttyprot
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Post by nuttyprot »

I removed this plugin yet ships are still bailing on me does the addon edit any of the Vanilla files as i could restore them and see if fixes the problem.
ThisIsHarsh
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Post by ThisIsHarsh »

nuttyprot wrote:I removed this plugin yet ships are still bailing on me does the addon edit any of the Vanilla files as i could restore them and see if fixes the problem.
Nah, no vanilla files are modified. It may be that some ships are still running the scripts in memory even though they're gone from the harddrive. After a short while things should revert to normal. You can/will still see abandoned ships about the galaxy for a while - ones that were bailed before you uninstalled the plugin. These will disappear after a while.

[Of course, you do realize that in vanilla you can make ships bail, its just that only the playership can cause it...]
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lordsoulstrike
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Bailing Extension

Post by lordsoulstrike »

I was wondering if the X3: Reunion Bailing Extension was ever remade for TC. I already know about the NPC bailing script and have searched for something similar without any luck.

Any help would be appreciated. :)
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Railgunner
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Post by Railgunner »

I'm unfamiliar with any X3R mods, Don't own it... Could you give me a little more info?? If It's a mod that allows you to escape a ship when it's destroyed the there's an Escape Pod mod around here somewhere.....
lordsoulstrike
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Post by lordsoulstrike »

The script would allow the player to adjust the rate at which npcs would bail out.

I like to speed my game up a bit. :)
argon_emperor
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Post by argon_emperor »

NPC Bailing Addon would be what you're looking for... always remember to check the script/mod library sticky at the top of the topic list....
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lordsoulstrike
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Post by lordsoulstrike »

Thanks, however I did mention that one already. The one you gave the link to was npcs vs npcs not pc vs npc bailing.

Thanks anyways.[/u]
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OOZ662
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Post by OOZ662 »

lordsoulstrike wrote:Thanks, however I did mention that one already. The one you gave the link to was npcs vs npcs not pc vs npc bailing.

Thanks anyways.[/u]
Incorrect. It's both.
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Argonaught.
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Post by Argonaught. »

argon_emperor wrote:NPC Bailing Addon would be what you're looking for... always remember to check the script/mod library sticky at the top of the topic list....
As quoted it does the same PC v NPC and NPC v NPC, it allows you to set the bail rate and also set wether you want M1 M2 TL etc to bail also.

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lordsoulstrike
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Post by lordsoulstrike »

Ok, thanks. I read it and I saw nothing about the PC vs NPC bailing. Anyways thanks again for the help.

When I saw this:

[quote]This plugin will allow pilots to bail in NPC vs. NPC battles.[/quote]

I saw nothing about the PC getting NPCs to bail. Oh well. :)
dougeye
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Post by dougeye »

The link downloads a file in . MAN format. is this correct i understood it to be spk. if this is correct how do i load it with plugin manager light?

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