

Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Hey Gazz! Just letting you know I really love your script.Gazz wrote:Correct.
But with that script it's implied that the station is deconstructed completely. All scripts and ships amd wares that interact with it, are expected to stop doing so.
Now imagine I would allow to tractor a station through a gate. Players would rightfully assume that it's the same station with "nothing changed".
That is just plain impossible to do.
So instead of answering again and again why the ST script sucks so much and why the towed stations are so buggy, losing their assigned ships and whatnot... I decided to just not allow it. =P
Tractoring gates would be even worse. That's high magic!
Maybe it has trouble navigating with big ships and big targets?If the tow ship is in the same sector as the towee it will fly to this target and leash it. That is all the navigation this script will do.
I tried radically increasing the distance allowed ... got a "Locked On" once, but it seemed to lose lock after that(?). How about dropping the 'navigate to target' bit and just require the towing ship to be within 10km of the towee?Gazz wrote:The X3 engine has major issues with big objects.
Most likely the ship is "evading" the mine a lot...
That's why Aldrin is such a war zone. A war against your autopilot.
Yeah, but the way 'distances' work is pretty weird. Does the number given by the script command give the same value as that given with the in-game targeting system? If so then you can get to 10km of 'nearest docking point'(?) even on the Terran Shipyard.Gazz wrote:Some (especially terran) stations alone are bigger than 10 km.
Thanks. I take it that if I get it working (to my satisfaction, anyway) you wouldn't mind if I put up a version here with a "based on work by Gazz" tag?But of course, feel free to rewrite the script any way you want. I'm not sure I have a working version of TC any more. It's not current for sure.
Yeah, I'm not so sure of that. :lol:Gazz wrote:If you want to rewrite it, feel free to butcher it any way you like. If you can follow the twisted logic of my code, you could have written it yourself anyway. =P
Is there a generic way to do that which could be incorporated into the Super Tractor without "destroying the AI"? I guess most of the time it's pretty likely for any given ship to be "doing something" while out and about.Gazz wrote:Transporting the ship anywhere shouldn't be a problem.
What can be a problem is when the target is running a script. Some script instructions do not expect a sector change "from the outside".
In this case, stop the script on the target ship before you transport it.