:? Feasability of my script idea?? Scout and seed NavSats ..

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

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

artao
Posts: 104
Joined: Fri, 19. Nov 10, 11:56
x3tc

:? Feasability of my script idea?? Scout and seed NavSats ..

Post by artao »

Howdy.
Pretty new to X2. Have yet to purchase my first factory even. But I'm already thinking about scripting, cause it's such a cool function of the game, and totally makes sense that a spaceship would be thusly programmable.

What I'd like to do, and haven't seen in any script repositories, is this:
A "Scout" script that will explore and map unexplored sectors, with the option of deploying a NavSat into a sector if there isn't already one there. Perhaps just choose a destination sector, and the ship will choose the unexplored routes between the start and finish.

Is that too ambitious for a first script? Or heck! Is it even possible in the given scripting engine?

Perhaps just the 'seeding' part of the script, so a ship with a hold full of NavSats will run around dropping NavSats in sectors that don't already have one??

Thanks in advance!! :D

heh ...... NavSat ...... heh heh :P
artao
Posts: 104
Joined: Fri, 19. Nov 10, 11:56
x3tc

Post by artao »

and then I find this : SDMPNet - Satellite Deployment/Monitoring/Patrol :: (thread) http://forum.egosoft.com/viewtopic.php?t=40129

well, that's half of it, plus functions I hadn't considered.

:) ;) :P


EDIT:: reading further, it also seems to have some functions I rather DON'T like, such as charging me to use it it seems .... perhaps just take a look at the script as an example.

Return to “X²: The Threat - Scripts and Modding”