[SCR] [X3:TC/AP] [v1.9.8.12] [03/23/14] Galaxy Explorer

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Schabernack
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Post by Schabernack »

With the UT you can manage a blacklist so they know where not to go.
Does the GE use those blacklists too?
The warning beacons the GE can place in a system, wouldn't it be good to include those systems into the Blacklist of the UT?
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gnasirator
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Post by gnasirator »

@klord:

Sorry but I have no idea why that would be. if you can reproduce the issue, please save the game and upload the save file somewhere.
i will look into it then.

@schabernack:
the GE only uses a dynamic blacklist internally to keep multiple explorers from buying sats at the same station.

their standard sector finding routines don't support any blacklisting, except that you can set a race to hostile for the explorer and set explore hostile to false.

what warning beacons do you mean? it would be possible to integrate explorers into the ut blacklist, though.
they could dynamically blacklist sectors for UTs if the explorers where attacked.

I'll think about that.
Nicoman35
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Post by Nicoman35 »

Hey Gasinator,

I have a few questions regarding the galaxy explorers.

1. As far as I can figure out, your script uses the standard map sector script !ship.cmd.mapsector.std. Is that right?

Because I would like those explorers for me to check for abandoned wares far away from the ecliptic. (I know there are other scripts, but I want it the hard way :) )
Here the standard script has 3 issues imho:
a) It flies around basically in 2D circles around the sector center. Vertical placed stuff is missed.
b) Oos, the game engine only checks the scanner sphere every few seconds. Fast ships do travel quite a bit in that time. Time enough to miss objects passing in the peripherical area of the scanner sprere.
c) Crates are mapped only at close ranges by the standard script, so they are even more likely to be missed.

2. I made a little script, which builds an array of coordinates around the sector center. They have the shape of a cube. Fitted with satellites on it's node points, the sector is gapeless scanned in a 3 dimensional area. Would it be of interest for you to integrate it in your script?

cheers
gnasirator
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Post by gnasirator »

You figured correctly. I was too lazy to reinvent the wheel ;)

But I also noticed that only the ecliptic is scanned, that's true.

So I'd really be interested in testing your script! Just mail it to me and I'll see what I can do.
Maybe I'll add a 3d scan option which would enable your script. I don't know, we'll see.

I have a gmail account, guess the name ;)

Based on your script, I guess the looking for wares stuff should be doable, too.
Nicoman35
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Post by Nicoman35 »

Mail sent :)
Schabernack
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Post by Schabernack »

aaaaaaah i made a buubuu

those questions were ment for
http://forum.egosoft.com/viewtopic.php?t=306176
There the playership as the UE can drop short-lived beacons when the sector is considered dangerous. In the thread of the previous developer of that script, something was mentioned that it would use Cycrows Blacklisting of his Satelite Early Warning System.


the descion to try that one before yours was a close call, the RPG element in it just rocked my boat, what speeks for your script is simplicity as far as i can tell and the other may have some compatibility issues which i first need to confirm then ... :) well i maybe back here

EDIT:
To blacklist a sector, in my opinion there should be considered not only if in general the GE or UT is being attacked, but the attack strength and if there are hostile Stations. Sometimes there is only a leftover Pirate in a M5, not really a big deal, but still suitable stations. Sometimes there are Stations which atm for a short while are red till either notority is up or a fee is paid.
Being attacked from a small squad which is just wondering between many sectors dunno, can be enough as those are often wandering the same routs.
Definitly worth blacklisting :) are those Sectors belonging to Pirates, Xenon and plot-depending Terran or others. So the race setting is really usefull, but to pick out single sectors where either you know and blacklist manually or your GE has encountered strong forces(perhaps twice? as confirmation) those should be automaticly blacklisted.
And that not only the the UT, but the GE or other scripts should use all the same blacklist is in my mind certain.
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gnasirator
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Post by gnasirator »

@Nicoman:

I just got your script working the way I wanted it to, today. I did some heavy modifications to it, added some flexibility (e.g. added a vertical layer limit, if I want to scan only the ecliptic, I'll set it to one or two layers) and improved speed a little bit by restructuring the loops.

I added your credits in its comments in the very beginning and would now work at implementing it completely into the Explorer's menus.

Just to be on the safe side:
You do allow me to publish it under this script's name?
I'll mention you on page 1 :)
Nicoman35
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Post by Nicoman35 »

gnasirator wrote:Just to be on the safe side:
You do allow me to publish it under this script's name?
NO WAY!!!! I WANT A WHOLE LOAD OF MONEY AND....



on second thaught...ok. :D
gnasirator
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Post by gnasirator »

alright, would 1 mio € be ...

ah never mind :P
spoidz
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Post by spoidz »

Sorry if this is answered earlier, but without a search thread option it's a long 27 pages.

Just loaded this to map Terran sectors in X3TC and so far all my SATS are dropping at 0,-15K,0, I'm using only a 20% scan range so he finishes quick and drops a sat and moves on.

That -15K is still in the middle of some of the fuller sectors.

Is there any edit I can make to get that drop up to 30 or 40K from center?

Or is this a factor of only using 20% scan range? Will a larger scan range change that drop location?

Thanks for an amazing script.
Nicoman35
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Post by Nicoman35 »

Yes gasibaby, WHERE is your updated script including that cuboid like deployment?? The long waiting forced me to make something similar to your script. You don't want me to get it ready earlyer than yours! :)
gnasirator
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Post by gnasirator »

sry, was touring through germany with my girlfriend :)

@spoidz: you need to enable the 'Cover whole sector' option. The explorer will then drop a sat at the center, at every gate and cover every station.

The cubic sat layout is still under development. the script itself finally works like I want it to but the implementation isn't done yet.
To be honest, I was getting tired of modifying the menu script over and over again. it has grown quite big over the recent updates and I am just hoping that I reach a final version there ...

Still, now that I'm back at home, I'll promise to finish this and I'll be in the forum more often again.

Cheers :)

P.S.: Neocron is the bad guy, stealing most of my time right now. 10 years old but still best MMO out there :)
spoidz
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Post by spoidz »

gnasirator,

Thanks, I was actually just wanting him to drop a single sat in the center, either high or low off of ecliptic, out of traffic.

I already change the game globals to increase the AdvSat coverage so I only need one per sector.

I'll play with it further, thanks again.
Nicoman35
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Post by Nicoman35 »

gnasirator wrote:To be honest, I was getting tired of modifying the menu script over and over again....
Man, and I thaught I was the only poor soul not be able to set up some menu within reasonable time. I am working for months now on some script similar to yours.
Considering how simple it's task is, I admire people like Gazz, paul, and others making so much more complicated scripts!
cheers
gnasirator
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Post by gnasirator »

jeah menus are damn complicated ... especially if they are to look nice :/

one shots are okay but changing them ... not so nice.
Rock44
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Post by Rock44 »

For some reason I'm not seeing the option to spawn satellites in the menu after adding the optional pack. Any ideas?

Edit - Figured it out, just have to scroll the "buy range" around till is shows "Spawn"
Vayde
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[AP] ship disappears after capture.

Post by Vayde »

So here's the thing. I'm using this along with Dr B's Abandoned Ship Spawner script and I find a Heavy Centaur Prototype while out exploring. I'm in a Boa and I don't have any marines, damn.

So after a bit of thought I eject from the Boa and set it to only "capture ships and send to safe station", all explore options are set to no and sats set to no also.

Off the boa goes towards the Centaur and the info screen shows moving to board. When the Boa gets in range, the Centaur changes to player ownership and the Boa disappears :o

Its not in any of my property menu's and there is no message in the logs to indicate the Centaur capture or the Boa being destroyed.

Now I know I'm well up in the deal here but this does seem odd behaviour.

Any thoughts?
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DrBullwinkle
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Post by DrBullwinkle »

Did you buy the Boa or steal it?
gnasirator
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Post by gnasirator »

hmm strange, can't explain why that might happen ...

if it was stolen, what do you think, would be the reason, DrB?
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DrBullwinkle
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Post by DrBullwinkle »

gnasirator wrote:if it was stolen, what do you think would be the reason, DrB?


Possibly a "bad" script running on the ship. Ships stolen from certain missions sometimes disappear after some time. The recent 2.5.2 attempts to fix some of that problem.

Sometimes even jobs scripts can cause problems, so *any* ship that you capture or board can be vulnerable.

Super Script Killer (SSK) (for captured/boarded ships) completely solves problems with captured or boarded ships. (If that is, indeed, the problem that Vayde is reporting.)

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