[SCR] Super Tractor (v1.07 - 24.12.08)
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Tim-O
- Posts: 182
- Joined: Thu, 15. Dec 05, 22:02

The script just puts the object you're pulling a few km behind your back and updates that position and rotation every few ms. No Tractor Beam fired or anything. You have to be close enough for engaging the "beam" directly but if you're too far away, the ship should fly to the target by itself.
Of course, you have to be on a ship that has a Tractor beam on board (and can install it?)
Of course, you have to be on a ship that has a Tractor beam on board (and can install it?)
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aXeL_UK
- Posts: 201
- Joined: Thu, 23. Oct 08, 22:45

So the script fires the tractor beam but I don't use the trigger or actually fire a beam so if I see a beam that means it's 'not' working and so it doesn't actually use the tractor beam but it still has to be installed. Can't believe I didn't see it the first time 
Thanks for the help chaps, I think therefore it probably was working all along!
Thanks for the help chaps, I think therefore it probably was working all along!
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Airship
- Posts: 101
- Joined: Fri, 10. Dec 04, 10:57

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zymurg
- Posts: 226
- Joined: Sun, 1. Feb 09, 22:39

I am having my first problem with the Super Tractor Beam. (Although this 'problem' may be by design).
Towing asteroids through Gates or jumping to another sector is no problem (except I always lose my jump drive after the jump).
However, I cannot tow a silicon mine through a gate or jump with it.
I always get the verbal message "malfunction" and the ships continues on without bringing the mine through the gate or jump.
Is that the way it is suppose to be?
Towing asteroids through Gates or jumping to another sector is no problem (except I always lose my jump drive after the jump).
However, I cannot tow a silicon mine through a gate or jump with it.
I always get the verbal message "malfunction" and the ships continues on without bringing the mine through the gate or jump.
Is that the way it is suppose to be?
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EphemeralDeception
- Posts: 141
- Joined: Mon, 24. Nov 08, 19:12
Possible issue with Super Tractor?
Hi Gazz,
I used the super tractor to tow the mobile miner in the Aldrin expansion plot.
Everything seemed to have went ok and I completed the plot, got the miner as a reward and got the announcement of a Shipyard in TUS1 etc.
However there are No factories in the shipyard only some ships.
I posted this issue into the technical support forum and thought the super tractor was a remote possibility for the issuse and was redirected here.
Is there any change this script could have interfered?
I used the super tractor to tow the mobile miner in the Aldrin expansion plot.
Everything seemed to have went ok and I completed the plot, got the miner as a reward and got the announcement of a Shipyard in TUS1 etc.
However there are No factories in the shipyard only some ships.
I posted this issue into the technical support forum and thought the super tractor was a remote possibility for the issuse and was redirected here.
Is there any change this script could have interfered?
Minds are like parachutes, they only function when they are open.
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

Re: Possible issue with Super Tractor?
Yes.EphemeralDeception wrote:Is there any change this script could have interfered?
Don't use scripts to hack your way through story missions. It's bad juju.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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cattafett
- Posts: 886
- Joined: Thu, 30. Aug 07, 00:40

is it Possible to make this jump with the broken gates i can fix them with this
http://forum.egosoft.com/viewtopic.php?t=232573
but it would be even better to be able to change where the gates lead to
catta
http://forum.egosoft.com/viewtopic.php?t=232573
but it would be even better to be able to change where the gates lead to
catta
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
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EphemeralDeception
- Posts: 141
- Joined: Mon, 24. Nov 08, 19:12
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Predator02
- Posts: 483
- Joined: Sat, 28. Jul 07, 00:05

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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

Or use it like a giant fly swatter like the Hulk would use a ripped off tank turret for a club.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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LiveAus
- Posts: 74
- Joined: Wed, 21. Mar 07, 20:59
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

If I put a size limit in there then only so someone wouldn't tow a planet or the sector itself.
(any such limit would be huge)
Is the ship actually in towing range of the station?
(any such limit would be huge)
Is the ship actually in towing range of the station?
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Keltslash
- Posts: 25
- Joined: Sat, 17. Jul 04, 07:45

I'm actually having the problem of not being able to move a station to another sector either by gate or by jumping. I've tried having other ships tow it, I've tested jumping or gating with various station types, but every time I get the malfunction message. Any thoughts on what might be going wrong? I do have a handful of other mods installed, but nothing that I can imagine would be in conflict.
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zymurg
- Posts: 226
- Joined: Sun, 1. Feb 09, 22:39

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Falgalar
- Posts: 20
- Joined: Thu, 13. Aug 09, 21:11
I'm thinking of using the super tractor beam to drop a couple asteroids in the hub next to my hq. Faster mining i think. But what happens when the rock is all scooped up? Does it respawn in the hub or at its home sector? Or does a new one respawn in the home sector before i even finish cleaning up the one in my hub? God works in mysterious ways no?
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Fragile Ego
- Posts: 174
- Joined: Thu, 18. Sep 08, 04:15
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Gazz
- Posts: 13244
- Joined: Fri, 13. Jan 06, 16:39

It should. It hasn't changed since Reunion.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Falgalar
- Posts: 20
- Joined: Thu, 13. Aug 09, 21:11
I dragged that terran TL thru the gate (for the plotline) with the super tractor. I tried it standard first but what a mess that was, lots of odd things happened. Can't be done imho without the script but i can confirm i've dragged ships and stations with it. Try a reinstall and see if it works then.
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shebi01
- Posts: 6
- Joined: Fri, 15. Jul 05, 21:10

Hi Gazz,
Really can't get this Super Tractor Beam to work across Sectors
.
I am playing on X3TC at 2.5.
Bought an Argon Mercury (which can fit a Tractor Beam) and bought a standard Tractor Beam for it.
Want to move a Cahoona Bakery I own to another Sector.
Have installed your mod (script and t folder contents copied to equivalent folders in my X3TC install).
Only other mod installed (but not yet used) is Station Repacker (for same reason to try to move the station - but can't afford a ST class yet). There does not seem any clash with files and other than these two mods it is vanilla X3TC.
As I didn't read your notes well enough I tried it first with the Tractor Beam installed in the rear turret. Selected the Special command Super Tractor and got the Cahoona Bakery linked. However, when I jumped to the new sector I got the "Malfunction" voice message and the Cahoona Bakery was left behind.
Re-read your notes and the other posts and realised I needed to uninstall it and have it in my freight bay. Aha !!
So uninstalled tractor beam, then used Special Command again to grab station but again when I jumped I got the "Malfunciton" message. I tried it stationary (0m/s) and also when moving (at about 23m/s).
I also tried to drag the station through a Gate and got the same "Malfunction" message. Ended up with the Cahoona Bakery appearing to be half-way through the gate with each end showing on differnt sides of the Gate.
As per last post in the thread I then tried re-installing it (copied the files again replacing the ones already in the script and t folders). Whne I jumped I still got same "Malfunction" message.
Anyone got any idea what I might be doing wrong. Other posts seem to indicate it works but I can't seem to get it to happen. any help / guidance gratefully appreciated.
Otherwise I'm going to have to wait until I can build up enough credits for an ST class ship and then use the Station Repacker mod.
Bill
Really can't get this Super Tractor Beam to work across Sectors
I am playing on X3TC at 2.5.
Bought an Argon Mercury (which can fit a Tractor Beam) and bought a standard Tractor Beam for it.
Want to move a Cahoona Bakery I own to another Sector.
Have installed your mod (script and t folder contents copied to equivalent folders in my X3TC install).
Only other mod installed (but not yet used) is Station Repacker (for same reason to try to move the station - but can't afford a ST class yet). There does not seem any clash with files and other than these two mods it is vanilla X3TC.
As I didn't read your notes well enough I tried it first with the Tractor Beam installed in the rear turret. Selected the Special command Super Tractor and got the Cahoona Bakery linked. However, when I jumped to the new sector I got the "Malfunction" voice message and the Cahoona Bakery was left behind.
Re-read your notes and the other posts and realised I needed to uninstall it and have it in my freight bay. Aha !!
So uninstalled tractor beam, then used Special Command again to grab station but again when I jumped I got the "Malfunciton" message. I tried it stationary (0m/s) and also when moving (at about 23m/s).
I also tried to drag the station through a Gate and got the same "Malfunction" message. Ended up with the Cahoona Bakery appearing to be half-way through the gate with each end showing on differnt sides of the Gate.
As per last post in the thread I then tried re-installing it (copied the files again replacing the ones already in the script and t folders). Whne I jumped I still got same "Malfunction" message.
Anyone got any idea what I might be doing wrong. Other posts seem to indicate it works but I can't seem to get it to happen. any help / guidance gratefully appreciated.
Otherwise I'm going to have to wait until I can build up enough credits for an ST class ship and then use the Station Repacker mod.
Bill
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shebi01
- Posts: 6
- Joined: Fri, 15. Jul 05, 21:10

