Script - Marine Transporter

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Rhadamant
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Post by Rhadamant »

apricotslice wrote:That sounds like the hotkey manager isnt working. Try reinstalling both scripts.
Hotkey manager from Cycrow?
Last edited by Rhadamant on Tue, 21. Apr 09, 02:09, edited 1 time in total.
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apricotslice
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Post by apricotslice »

No, Cycrows hotkey manager. His hotkey scripts all use it. As do mine now.
Rhadamant
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Post by Rhadamant »

apricotslice wrote:No, Cycrows hotkey manager. His hotkey scripts all use it. As do mine now.
Thanks Apricot!

Edit. Cycrow's hotkey manager still didn't help. I also tried Graxster's hotkey remover, that didn't work either, even when I did an emergency hotkey removal to purge all custom hotkeys the beam marines bindings remained.
ja_
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Post by ja_ »

Apologies for bumping, but did anybody manage to get a stable version of this script to work? I tried the first version and it didn't seem to do anything, and I'm reluctant to install a newer version that might spam my controls list with unremovable hotkey bindings.
Rhadamant
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Post by Rhadamant »

Version 03 doesn't create hotkeys and version 02 creates hotkeys every time you load a new game.
paulms1980
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Post by paulms1980 »

so version 3 works?
just install .spk then go2 controls and bind the hotkey?
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Knossos
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Post by Knossos »

This script works an absolute dream. First time I've managed to cap a ship (M6 Centaur). The marines are always so simple minded that they can never get to the ship. Either that or I am being incredibly stupid and missing something.

In either case, I'm using this script from now on!

The script doesn't seem to make a hotkey on its own, so I made my own. You can steal it if you want :)

I use a parameter in my hotkey scripts to allow for easy install or uninstall. Just choose Yes for install or No for uninstall. You will have to run it from the script editor.

The basic jist of it:

Code: Select all

001 $Hotkey.Transport.Boarder = 'Hotkey.Transport.Boarder'
002 
003 if $install == [TRUE]
004 * Install the hotkey
005    if not get global variable: name=$Hotkey.Transport.Boarder
006       $key =  register hotkey 'Transport Marines' to call script zz.board.beammarines
007       set global variable: name=$Hotkey.Transport.Boarder value=$key
008    end
009 else
010 * Uninstall the hotkey
011    $key = get global variable: name=$Hotkey.Transport.Boarder
012    unregister hotkey $key
013    set global variable: name=$Hotkey.Transport.Boarder value=null
014 end
015 return null
Last edited by Knossos on Sun, 26. Apr 09, 11:10, edited 1 time in total.
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Hieronymos
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Post by Hieronymos »

Knossos,
when I went to your link I got this error message:
Page Not Found

Accessed from: http://forum.egosoft.com/viewtopic.php? ... c&start=45
Your IP: 76.240.228.36
The page you accessed: /errordocs/404.shtml
Your browser: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.0.3705; .NET CLR 2.0.50727; .NET CLR 1.1.4322; yplus 5.1.04b)
Any ideas?
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Knossos
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Post by Knossos »

I really should have checked my link before hand, forgot to stick the .xml on the end :)

CLICKY
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Rhadamant
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Post by Rhadamant »

Thanks Knossos! I've been looking for a working script of this.
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Knossos
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Post by Knossos »

Interestingly I swear a lot of my marines are getting blown up by being transported into the hull of the enemy ship.

(they jump and a massive boom ensues, I could be wrong, but im sure the boom is the sound of my marines impacting on the hull)

I changed the script so it transports the marines 5 units Y-ward, in an attempt to nullify this. So far I have tested it on one ship and all 5 marines boarded with no problems. I'm gonna be doing some more tests, and if it seems right i'll point out what I changed in the script. It shouldn't be difficult for you to find yourselves if you know how to code. Or maybe the OP could change the SPK.
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Hieronymos
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Post by Hieronymos »

Way to go Knossos! This is often how scripts evolve in the X-universe...
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Knossos
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Post by Knossos »

Prologue

Thanks to the original mastermind behind this script. I love it :)

I made some changes to make the script more friendly and less likely to make your marines go boom. I have only tested this a few times in controlled 1v1 environments and I haven't had any marines go boom (outside the ship at least, inside is a different story! xD).

SPK

[ external image ]

Scripts RAR archived

[ external image ]

Changes

☼ Stopped the script adding to the log for each individual marine. Will now only make one entry.
☼ Added 30 units in the Y-axis to avoid astronaut collisions.
☼ Added an install script (this will run automagically).
☼ Added an uninstall script (needs to be ran manually in the script editor).
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hsung
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Post by hsung »

Rhadamant wrote:Edit. Cycrow's hotkey manager still didn't help. I also tried Graxster's hotkey remover, that didn't work either, even when I did an emergency hotkey removal to purge all custom hotkeys the beam marines bindings remained.
Does anyone have any advice on how to remove the duplicated hotkeys that remain from version 02?
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apricotslice
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Post by apricotslice »

They dont effect anything. They dont need to be removed.

The only effect is making the list messy.

The only way I've found so far is a new game start once the script doing the duplication has been fixed.

Most of the problem I think is that the duplications are stored in the save games, not in the program itself.
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Knossos
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Post by Knossos »

I've done some more tests and it all seems to be working fine now.

Only thing I may change is making some software you can buy that will do it, instead of having it from the get-go.
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Schabernack
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Post by Schabernack »

Knossos your download links aren't working anymore, has anyone still his last spk?
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Nicoman35
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Post by Nicoman35 »

I got v0.04 here. I Think it's the most up to date script.
qwizzie
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Post by qwizzie »

Changed the setup file and renamed it to setup.beam.marine
It will now use the plugin managers internal hotkey manager
to add the hotkey ''Marine Beam Target''

I'm using version v0.04 that Nicoman uploaded for us, great script
mr laurie / Knossos

Code: Select all


<?xml version="1.0" standalone="yes" ?>
<?xml-stylesheet href="x2script.xsl" type="text/xsl" ?>
<script>
<name>setup.beam.marine</name>
<version>1</version>
<engineversion>44</engineversion>
<description>Hotkey for beam marine</description>
<arguments>
</arguments>
<sourcetext>
<line linenr="001" interruptable="@" indent=""><var>=</var><var>[THIS] -></var><text> call script </text><call>plugin.hotkeymanager.add</call><text> : </text><text> Hotkey Name ID=</text><var>'hotkey.marine.beam'</var><text> </text><text> Display Text=</text><var>'Marine Beam Target'</var><text> </text><text> Hotkey Script=</text><var>'zz.board.beammarines'</var></line>
<line linenr="002" indent=""><text>return </text><var>null</var></line>
<line linenr="003" indent=""></line>
</sourcetext>
<codearray>

<sval type="array" size="10">
  <sval type="string" val="setup.beam.marine"/>
  <sval type="int" val="44"/>
  <sval type="string" val="Hotkey for beam marine"/>
  <sval type="int" val="1"/>
  <sval type="int" val="0"/>
  <sval type="int" val="0"/>
  <sval type="array" size="2">
    <sval type="array" size="12">
      <sval type="int" val="102"/>
      <sval type="string" val="plugin.hotkeymanager.add"/>
      <sval type="int" val="-2147483647"/>
      <sval type="int" val="131075"/>
      <sval type="int" val="1"/>
      <sval type="int" val="3"/>
      <sval type="int" val="5"/>
      <sval type="string" val="hotkey.marine.beam"/>
      <sval type="int" val="5"/>
      <sval type="string" val="Marine Beam Target"/>
      <sval type="int" val="5"/>
      <sval type="string" val="zz.board.beammarines"/>
    </sval>
    <sval type="array" size="3">
      <sval type="int" val="103"/>
      <sval type="int" val="0"/>
      <sval type="int" val="0"/>
    </sval>
  </sval>
  <sval type="int" val="0"/>
  <sval type="array" size="1">
    <sval type="array" size="2">
      <sval type="int" val="2"/>
      <sval type="int" val="2"/>
    </sval>
  </sval>
  <sval type="int" val="0"/>
</sval>

</codearray>
</script>

edit : if anyone is interested i also have the VC Teleport Boarding script (http://forum.egosoft.com/viewtopic.php?p=3084947)
which beam marines directly into ship (bypasses the hull). Just give me a PM.

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