[SCR] [v1.7.3] [04/27/2012] MK3 Improvement Reloaded

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euclid
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Post by euclid »

apricotslice wrote:
euclid wrote:Continued trading works but there is a major bug (see script testing forum).
Whats the link to the thread there ?
Sorry, I thought a link it would not be necessary.

Link


Cheers Euclid
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apricotslice
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Post by apricotslice »

Ta.

I cant contribute, but am monitoring this process.

When its bug free, I'll do some advertising :)
gnasirator
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Post by gnasirator »

Okay added an additional enemycheck into the detectenemy script that checks if the trader is friendly to the target sector owner race or not.

Well ... it should work in the original version, too as when you set i.e. Argons to foe the script finds a lot of enemy ships in the argon sectors.

But just to make sure, I added the new check.

if the trader's not friendly with that race he won't go there. just tested it, works fine (set all races to foe, he didn't trade at all anoymore ;) )

that's a really nice feature as you can now i.e. tell the ut to only trade with argons to increase rep there ... hmmm would only work as long as there aren't any 'enemy' fighters in the argon sectors.


-> that stuff comes with V. 1.29 as soon as I finished the statistics function!
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Post by apogee »

After installing the bonus pack and finding that the initial version was unstable, and wanting not to have to arrange for my uts to re-fuel. I regressesed the autotrader files as per the link in this topic, however i have just noticed that the command "Start Sector Trader" and "Start Universe Trader" have now gone missing from the Trade command menu, if i re-install the bonus pack then they are still not there.

If i go back to an older save with the full bonus pack then the commands come back. As soon as i regress the scripts, the commands are gone.

Please can i get those commands back as most of my STs/UTs seem to have gone into standby!

If this is common to using this temporary fix, then anyone who has done this may find they can no longer get any more UTs to work, i dont really want to go back several days to an old save.
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Post by gnasirator »

have you enabled the script editor?

every version except the BP one needs the script editor enabled (-> set your name to 'Thereshallbewings')!
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Post by apogee »

moggy2 wrote:The official fix is this file which will replace the affected files with the last stable version.
This one is signed and does not require the script editor to be active.
I used this version to regress my file, and according to that the scripts are signed!
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Post by gnasirator »

the official fix returns the mk3 to pre bp status (as delivered in 1.4.03). so if your traders worked before intalling the bp with that fix they should do after, too.

I can't tell you more about that fix because I didn't make it. ask moggy2 or lucike - think he built it.
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Post by apricotslice »

gnasirator, are your scripts in the same format as the Ego ones ? ie. same extension ?
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Post by gnasirator »

yes they are.

unpacked scripts (like they have to be for editing) have the extension .xml.

egosoft delivers them in a packed version with the extension .pck.
x3 can read both of them. But if you have a .xml and a .pck version of a script x3 always loads the .pck one.

and if you edit a .pck version ingame via the SE it decompresses the .pck and creates a new .xml file which contains the edited stuff - but leaves the .pck file in the scripts folder. so after restarting x3 it would again load the older .pck file which is not intended.

so I deliver my scripts in the .pck format like egosoft does.
and in version 1.28 I forgot to pack my script files into that format what might cause the said errors.
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Post by apricotslice »

gnasirator wrote:so I deliver my scripts in the .pck format like egosoft does.and in version 1.28 I forgot to pack my script files into that format what might cause the said errors.
Thats what I thought.

How do you get them into .pck format ?

I have a version of the current UT script that allows M6 to be ST and UT. Having to get people to delete the .pck is a pain, I'd rather have it replace the existing file.

When yours is complete, will you allow a modification to allow M6 and M3 to be ST and UT ? Theres a small but growing group of people who like using M6's as a Heavy Transport, vanilla and modded. And theres been a few requests to allow M3's to as well. Personally, I find the Falcon is a good freighter and it would be nice to allow it to ST and UT. (I think M3 can ST, but not UT). Personally, I think all ships should be able to be used as a UT, if the player wants and they can load a jumpdrive. But then, if its a balance issue, everyone knows my psoition on that :)
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Post by gnasirator »

hmmm that would be only a minor change to one script. so sure why not.

but i doubt the use of e.g. an m3 universe trading - at least with jumpdrive onboard. because then it would fly so much fuel around that there isn't anymore space for trading.

and m6 - sure they at least have got > 1k cargo bays. I'll see what I can do about that stuff...

ah and I use the X2 Modder 0.2 to de-/recompress pck files.
Last edited by gnasirator on Wed, 6. Sep 06, 11:45, edited 1 time in total.
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euclid
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Post by euclid »

[quote="apricotslice
......When yours is complete, will you allow a modification to allow M6 and M3 to be ST and UT ?.......
[/quote]

I'm probably too tired and hence talking zilch here but I swear that some of my UT's are M6 class.

Gnasirator: Super job, you are fast man! Downloaded and installed 1.29. Will report back if necessary.

Cheers Euclid
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Post by WBKingpin1 »

Hi all,

It sure would be great with a M6 ST and UT :)
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Post by gnasirator »

erm yes just looked into it.

as far as I can tell EVERY ship having at least one 25MJ, fight software mk1 & 2 and is not the playership is able to do sector and universe trading.
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euclid
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Post by euclid »

gnasirator wrote:erm yes just looked into it.

as far as I can tell EVERY ship having at least one 25MJ, fight software mk1 & 2 and is not the playership is able to do sector and universe trading.
Phew ! I'm glad to read that - so I'm not overtired....back to X3 then :grin:


Cheers Euclid
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apricotslice
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Post by apricotslice »

gnasirator wrote:but i doubt the use of e.g. an m3 universe trading - at least with jumpdrive onboard. because then it would fly so much fuel around that there isn't anymore space for trading.and m6 - sure they at least have got > 1k cargo bays. I'll see what I can do about that stuff...ah and I use the X2 Modder 0.2 to de-/recompress pck files.
Thanks, have downloaded. I didnt do any modding in X2 days, so missed that one.

Adding cargo bay to an M3 is an easy mod to make, so I wouldnt be surprised if plenty of people do it. Likewise the M6.
euclid wrote:I'm probably too tired and hence talking zilch here but I swear that some of my UT's are M6 class.
Only if your using my version of the script :)
Or someone changed the original in 1.4 and I didnt notice.
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Post by gnasirator »

hehe have fun! :D

I'll return to working on my stats script .... these goddamn 2d arrays suck alot... okay not the arrays suck but the few commands given by x3 to handle them :roll:

edit: oh I have to correct myself. I've been looking at the wrong place. But I'll add that MK3 for ervery ship feature.
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Post by apricotslice »

gnasirator wrote:edit: oh I have to correct myself. I've been looking at the wrong place. But I'll add that MK3 for ervery ship feature.
Thankyou :)

When its finished, I'll mirror for you, as I have a steady download on my version now. All I have to do is rename the file and upload it on my webspace. Changing the documentation for the download site will be a pleasure :)
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Post by gnasirator »

hm yep just done that.

works ST and UT now works for m3, m4, goner, m6, m2, m1, TL, TS, TP.

think that should be enough.

can TL/M2/M1 ships dock at stations? I've never had anything > m6 in x3 yet. :D
if yes .... hmm maybe that is overpowered ....

ah and thanks for the offer I'll use your mirror gladly.
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Post by apricotslice »

gnasirator wrote:can TL/M2/M1 ships dock at stations? I've never had anything > m6 in x3 yet.
Only shipyards, but they do access equipment dock there as well. So in theory, they should be able to UT with EQ goods. Someone may want to test that.

M2 UT high tech trader :) Now thats taking freighter self-protection to an extreme but if the player wants one, I say give it to them :)

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