Salvage Script v2.5

The place to discuss scripting and game modifications for X²: The Threat.

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holo_doctor
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Post by holo_doctor »

actualy there is one more bug i notice your trying to run 2 script on 1 factory!

you use in create.scrapyards
START $station -> create.ware
then use
START $station -> create.derilict

this overides the create.ware thus the create.ware script is totaly knocked out. There is no resupply!!!!

you need to change one of them to run on the [THIS] (globaly) or run on the trading station itself preferable change

START $station -> create.ware
to
START [THIS] -> create.ware
or
START $atradingstationvalue -> create.ware

Another option would be to merg the 2 script somehow

This will solve the bug! while your at it this is a suggestion change the timmin on the ware resupply to 1/2 to 3/4 and hour and add only 1 or 2 units instead of 5. This will make it avalible more often but not make too much avalible!
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Sevren
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Post by Sevren »

actually since I upgraded to 2.2 from 2.1 all the stations resupplied there drones
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holo_doctor
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Post by holo_doctor »

well 2.3 been release and its all hunky dory! the spawn rate for capitals is alot better.

TIPS

if your having troubled finding salvagable ships heres a few tips i found usefull
Spoiler
Show
1: triplex scaner is a must!

2: makesure you cheack behind the gates (or where the gates will be) and each cornor of the system alot of the time derilict are far outside the gate system

3: Setup 4 Adv Nat sats per sector (one in each corner) this will give you full sector coverage and alow you to quickly see new derilicts! (i've done all the sectors in and around argon prime already) If your Running the masiv war map you need to do this anyway to get full gate system coverage.
If you dont want to see the tips and work it out for yourself thats find. These little manuvourse so farhave netted me 1 M1 3 M2s 1 TL 2 M6s and about 20 or so fighters and trransports. (anoying when the R&D AIs run low) most of them got sold though as i sav e to a fully decked out Oddey
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Admiral Thrawn
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Post by Admiral Thrawn »

I started using alot of Satellites too now and found a Boron Ray amongst other Ships...good stuff.
Does autosalvage work for you then?
For me it still doesnt..My Ships (mostly Scorpions with Triplex Scanners) either ignore the derelicts or try to salvage them but the derelict just dissapears, i get the message "null", and dont get a new Ship at all.
Manuall salvaging works fine tho...
Supply of Repair Drones at Trading Stations works fine too now.
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Charlie Whiskey
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Post by Charlie Whiskey »

Admiral Thrawn wrote:I started using alot of Satellites too now and found a Boron Ray amongst other Ships...good stuff.
Does autosalvage work for you then?
For me it still doesnt..My Ships (mostly Scorpions with Triplex Scanners) either ignore the derelicts or try to salvage them but the derelict just dissapears, i get the message "null", and dont get a new Ship at all.
Manuall salvaging works fine tho...
Supply of Repair Drones at Trading Stations works fine too now.
Same setup, same problem. The first time I heard this metal crashing noise I called for a damage report from my TL's crew! :oops: I checked the log and got this "null" message, originated from my salvage ship in Kingdom End (had to check which ship used its salvage drone), but I got no new ships. :gruebel:

By the way I've just manually salvaged a Khaak Interceptor! :D Too bad it doesn't come with weapons.
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holo_doctor
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Post by holo_doctor »

the idea is that these ships have been abandond and mostlikly alsray been striped by passing salvagers and pirates.

If we get access to hull altering commands in 1.4 i better aaraadb will mostlikly make these ships heavely damaged 2
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Xenon_Slayer
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Post by Xenon_Slayer »

How do I uninstall this script???
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Charlie Whiskey
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Post by Charlie Whiskey »

aalaardb, some more suggestions from me:

Why not make your salvage license and drones sellable at the scrap yards? Ever considered making those scrap yards needing resources to build the drones? What about the scrapyards themselves as buyable factory kits?
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Xenon_Slayer
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Post by Xenon_Slayer »

I rearly hate saying the same thing twice and taking up room but I dont know how to uninstall this script. I have deleted all the scripts and that from the X2 files but the salvage yards are still there. Please help.
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Howlingmad
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Post by Howlingmad »

Xenon_Slayer wrote:I rearly hate saying the same thing twice and taking up room but I dont know how to uninstall this script. I have deleted all the scripts and that from the X2 files but the salvage yards are still there. Please help.
AFAIK the only way to remove these kind of scripts, is to start a new game, as the srcipts are saved in the save game file itself. Removing them from the scripts folder will have no effect. Sorry for the bad news. :(
What no sig or avatar. I wonder why?:(
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Post by Xenon_Slayer »

I guess they arnt doing any harm
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AalaarDB
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Post by AalaarDB »

Try this, I forget if it deletes all but one instance of the scrapyards, or if it deletes every instance.

http://strike9.com/file.ashx?path=/Aala ... pyards.zip
holo_doctor
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Post by holo_doctor »

Why not make your salvage license and drones sellable at the scrap yards? Ever considered making those scrap yards needing resources to build the drones? What about the scrapyards themselves as buyable factory kits?
!: when putting wares into scrapyards/warfs/shipyards you can only add factories and ships as wares. adding anything else will cuse errors as it will try to treat the ware like a factory kit!

2: Why make scrapyard buildable its not like we can do anything with them other than dock are ships at them
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Charlie Whiskey
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Post by Charlie Whiskey »

Thanks for the explanations. That shows my complete lack of X2 scripting knowledge. :oops:

To aalaardb: I don't mean to complain, only a gentle reminder with much appreciation of what's already there - auto-salvage is still broken. :shock:

Signed,
CW
Fan of your script :D
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tensin
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Post by tensin »

AFAIK the only way to remove these kind of scripts, is to start a new game, as the srcipts are saved in the save game file itself. Removing them from the scripts folder will have no effect. Sorry for the bad news.
No. The scripts themselves should be gone. Objects created are a different matter and would need to be changed by the "delete" script mentioned.
Zoa
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Post by Zoa »

I've been running your scripts for a while now, and I think they're great. Being able to salvage ships is sweet. I just have one problem. The scrapyard in Family Pride spawned right next to the trading station's door. This doesn't hurt me much as i have no ships in there, but the AI's ships can't get out. They keep bumping into the scrapyard.

Please advise.
AalaarDB
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Post by AalaarDB »

My advice, destroy the scrapyard. Scrapyards spawn at random locations, if something is nearby then the safe distance feature kicks in, apparently it wasn't safe enough.
Zoa
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Post by Zoa »

If i destroy it, will it respawn or do i have to reint the script?
AalaarDB
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Post by AalaarDB »

it'll be gone, but you'll have 9 others. alternatively you can make a script and move it.
Reaper7
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Post by Reaper7 »

Is it now possible to allow the created scrapyards to now sell the wares as i see that MarkLaverty as cracked the way to add new wares and stations to the Tfiles see link
http://www.egosoft.com/x2/forum/viewtopic.php?t=51132

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