[SCRIPT] NPC Bailing Addon v1.7.8 [2010-09-21]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
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
NPC bailing addon
And especially for tophereth:
Salvage commands & NPCs
Explorer Command Extension
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.
Black holes are where God divided by zero.
-
- Posts: 7
- Joined: Mon, 20. Nov 06, 05:36
-
- Posts: 179
- Joined: Thu, 29. Apr 04, 13:18
-
- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
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.RLHDLW wrote:Hi, thanks for the effort, Thisisharsh. But the new link for the NPC add-on doesn't work either.
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.
Black holes are where God divided by zero.
-
- Posts: 266
- Joined: Sun, 5. Oct 08, 10:06
@ 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?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
-
- Posts: 1793
- Joined: Sun, 1. Mar 09, 12:25
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
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

-
- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
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?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?
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.
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?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
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.
Black holes are where God divided by zero.
-
- Posts: 208
- Joined: Tue, 10. Nov 09, 22:42
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.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?
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

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).

Great script, btw

-
- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
OK, consider player ship bailing, and all the additional options that must entail, added to my ever increasing X3TC todo list.LeSash wrote: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.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?
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: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![]()
I think I purposefully removed the bravado scanner, though I can't remember my reasoning.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).![]()
Great script, btw
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.
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.
Black holes are where God divided by zero.
-
- Posts: 70
- Joined: Sun, 17. Jan 10, 22:52
-
- Posts: 1135
- Joined: Sun, 19. Oct 08, 18:46
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.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.
[Of course, you do realize that in vanilla you can make ships bail, its just that only the playership can cause 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.
Black holes are where God divided by zero.
-
- Posts: 65
- Joined: Sun, 6. Jun 04, 23:34
Bailing Extension
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.
Any help would be appreciated.

-
- Posts: 153
- Joined: Fri, 23. Apr 10, 19:23
-
- Posts: 65
- Joined: Sun, 6. Jun 04, 23:34
-
- Posts: 1225
- Joined: Mon, 12. Dec 05, 07:41
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....
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
-
- Posts: 65
- Joined: Sun, 6. Jun 04, 23:34
-
- Posts: 1212
- Joined: Tue, 8. Apr 08, 10:45
-
- Posts: 1827
- Joined: Wed, 6. Nov 02, 20:31
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.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....
Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F
I lurk alot for the most part now

-
- Posts: 65
- Joined: Sun, 6. Jun 04, 23:34
-
- Posts: 2409
- Joined: Sat, 7. Mar 09, 18:29