Rask Akabar's Pirated Vessels Script (almost finished)

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Omicron
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Rask Akabar's Pirated Vessels Script (almost finished)

Post by Omicron »

well, seems that cheeky pirate Rask Akabar has been up to his old tricks, pirating various vessels around the X-Universe...

however, it seems Rask has managed to come up with a method of pirating some of the rarer ships in the X-Universe, the ones any self-respecting player would *love* to get their hands on, and so Rask has set up his own Rare Pirated Vessel Emporium, where a few of his recent captures can be purchased.... for a price....

Rask asked me personally not to reveal the location of his secret base, but suffice to say, its somewhere out of the way :D

this is a script ive been working on for a while now, and its nearing its final stages, ETA any day now...

if you would like to invest in one of the more *exotic* ships from the X-Universe, fly over to Rasks Pirated Vessel Emporium today!



anywho, enough with the advertising, i have a couple of questions to ask...

the answers will hopefully allow me to finish this script off and get it up on xscripting.com ASAP, so please, any help is very much appreciated...

Question 1: how do i get the script to run automatically when the game loads? (i.e, you dont have to go and press 'r' on it in the script editor menu)

Question 2: say, for example, i have added a ship (lets call it ship A). when added to the shipyard using the "!galaxyeditor.station.addproduct" command, it comes up at a pre-programmed price (lets say 500,000Cr.), is there any way i can change this so that Ship A sells for say, 10,000,000Cr.?

finally Question 3: how can i put an alpha Kyon emitter on sale at the shipyard?

as i have said, all help or advice is very much appreciated!

thanks all!
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The_Rock
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Post by The_Rock »

Well Rock don't know the answers ( probably cos he is a wrestler and so handsome) but he looks forward to your script.:)
"How very touching his meaningless death was. But this fight was never for mortals".
Omicron
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Post by Omicron »

ah dammit, posted in the wrong forum :lol:

time to sort this out.... :D
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CBJ
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Post by CBJ »

Moved at Omicron's request. ;)
Omicron
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Post by Omicron »

many thanks CBJ
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Storm_Front
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Post by Storm_Front »

Price of ships:

4th # from the end in the Tships.txt

Example Argon Mammoth (first ship listed)=70000

Hope this helps :)
Omicron
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Post by Omicron »

excellent thanks very much Storm_Front...

i take it ima have to use X2Patch to extract the Tships file?
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Omicron
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Post by Omicron »

waitasec, why is the mammoth 70,000? it costs far more than that in the game, similarly the boron ray is over 50,000,000 in game, yet Tships puts it at 744101,

is there an explanation for this?
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Omicron
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Post by Omicron »

anyone?
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Storm_Front
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Post by Storm_Front »

Woops, there's a misprint in my chart. I'll have to fix that. Anyways that 4th # from the end represents the price. It's not = to credits though, just like the # for speed doesn't = m.p.s. :)
Omicron
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Post by Omicron »

how do i convert that figure into credits value?

If you figure this out Storm_Front, could you please send a quick PM my way explaining how it works,

cheers bud, you're the absolute man! :D

right, one down, two questions to go...

anyone got the answers to my other two? it'll get you a mention in the credits!!!
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Ferd Harling
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Post by Ferd Harling »

I don't know if the script will allow this but can't you just put it in the keyboard memory.

I used to do that on the beeb, but that was looooong ago! and I forget the correct terminology.

Hope this helps

rd
kryptyk
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Post by kryptyk »

@Storm_Front

Is the multiple for the ship prices 28?
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Storm_Front
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Post by Storm_Front »

kryptyk wrote:@Storm_Front

Is the multiple for the ship prices 28?
I think it's closer to 65, don't forget about installed equipment adding to the ships price.
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Post by kryptyk »

Storm_Front wrote:
kryptyk wrote:@Storm_Front

Is the multiple for the ship prices 28?
I think it's closer to 65, don't forget about installed equipment adding to the ships price.
ahhh....got it thanks :wink:
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Storm_Front
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Post by Storm_Front »

Ship price multiple:

64.92389 works for most M1's, M2's, TL's, M6's, and some M3's, but it seems to be off a little on the other ships. This may have something to do with these ships coming in S, M, and L versions.

In Storm_Fronts Mod Chart column 220 represents the price.

Some Examples:
A_TL col. 220=700000x64.92389=45446723 actual price=45446724
A_M1 col. 220=1355948x64.92389=88033418.8 actual price=88033416
B_M6 col. 220=139871x64.92389=9080969.418 actual price=9080968
B_M3A col. 220=13000x64.92389=844010.57 actual price=844012
Not exact, but close

These actual prices are the prices you get when you scan a shipyard (wharf,drydock,etc) from outside. Actual price inside will usually be higher do to shields, etc.
kryptyk
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Post by kryptyk »

Storm_Front wrote:Ship price multiple:

64.92389 works for most M1's, M2's, TL's, M6's, and some M3's, but it seems to be off a little on the other ships. This may have something to do with these ships coming in S, M, and L versions.

In Storm_Fronts Mod Chart column 220 represents the price.

Some Examples:
A_TL col. 220=700000x64.92389=45446723 actual price=45446724
A_M1 col. 220=1355948x64.92389=88033418.8 actual price=88033416
B_M6 col. 220=139871x64.92389=9080969.418 actual price=9080968
B_M3A col. 220=13000x64.92389=844010.57 actual price=844012
Not exact, but close

These actual prices are the prices you get when you scan a shipyard (wharf,drydock,etc) from outside. Actual price inside will usually be higher do to shields, etc.
You're just whippin right through the TShips file aren't you! :D
Great info Storm_Front...:)
Omicron
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Post by Omicron »

Announcement:

it seems the only way this script will work is if i include a modified Tships file, i am guessing that this means the only people who will be able to use this script are those who have unpacked their DAT files....

so im gonna have to include a link to the thread on how to unpack DAT files in the readme, can anyone provide me with the link to that thread???

also, it appears all init. scripts run on startup, so thats that sorted out, now all i need to do is find out how to add certain weapons for sale on the station, and finalise this ship price stuff, then add a few finishing touches and voila, the script will be released...

i already have plans for v1.1 and 1.2, as members of The Mad Goner Club will know... so stay tuned....

im sure i'll have more questions, so watch this space, and thanks to Storm_Front and kryptyk!
:D
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