Find All Crates And Abandoned Ships (Manually Run: Vanilla Friendly Possible, V1.1)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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DrBullwinkle
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Post by DrBullwinkle »

You have to do it for each race. There are not that many... it should be an easy copy-and-paste job.

But I am curious... why do you want to find non-player JB's?
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cattafett
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Post by cattafett »

was looking for a quick way to move around terran sectors
as they let you use them if your friends
and in terran sectors they get moved due to collision avoidance making them hard to find
and while i was finding the terran JB i might as well know where the other races JBs are
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
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iluvatar
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Post by iluvatar »

Hi!

This is a great script which I've used with success several times, but now when I try it in TC it doesn't work the way it should. When I run it, the script adds the satelittes for all the ships and floating wares, but the message window is empty. The window appears, but there is no text.

It also doesn't find any of the engine/rudder tunings at all, and this is quite early in my game so I haven't collected any myself yet. I don't remember if the script used to add a satelitte to the tunings, or if it just was logged in the message, but if it was in the message only then the issue is the missing text.

Does anyone have a solution for not seing the message, and possibly locating the tunings?

Thanks in advance!
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cattafett
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Post by cattafett »

not suer about the message window but i don't think there are any engine/rudder tunings in TC

also how would you/i make it so it wrights to a log file (the notepad file like you get with CLS/CAG
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
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X2-Illuminatus
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Post by X2-Illuminatus »

iluvatar wrote:Does anyone have a solution for not seing the message, and possibly locating the tunings?
The script adds the text to the menu using a script command that doesn't exist in X3TC. So, the command is simply skipped and no text is added to the menu.

Given that the changes are pretty simple, I made a version for you with the changes and uploaded it here (mediafire.com).

@EJ
I hope that's okay with you. If not, please shout and I remove the link.
cattafett wrote:also how would you/i make it so it wrights to a log file (the notepad file like you get with CLS/CAG
Instead of adding the text to a menu, simply use the write to logfile command from the Logbook command section.
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iluvatar
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Post by iluvatar »

Given that the changes are pretty simple, I made a version for you with the changes and uploaded it here (mediafire.com).
Thanks a bunch! It works like a charm now!

Is it true that there is no pandora boxes (rudder/engine tunings) in TC? If so, that's.... disapointing :P I was looking forward to capturing a hyperion and tuning the crap out of it while still running vanilla.

Anyway, thanks for the quick replies!
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EmperorJon
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Post by EmperorJon »

No problems X2, thanks. :)
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Fulgrymm
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Post by Fulgrymm »

Does this still work with 3.0?
Skull of Seattle
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Post by Skull of Seattle »

I'm sorry if this is a noob question, but i haven't used the script editor other than to check my yaki/pirate ranking.
Isn't the script suppose to show up here in the 3rd line?
http://imgur.com/dnGJxk6
I see it's an .xml, whereas most of the other scripts are .pck, may that be the problem?
Gomezie
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Post by Gomezie »

Thanks for this awesome script ej, works a treat on AP 3.0 :)

Hoping someone can help me shed on this:

I have several objects located in "unknown sector" .. is there any way to isolate which actual unknwn sectors they are? Without going to each one ofcourse

I ran the script and reloaded so that I didnt keep the modified tag

Cheers
jiman
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Post by jiman »

Script does not work for me on AP 3.0, It simply gives me... well nothing after running it.



Edit Alright Found the issue. After you come to a screen that says on the top "Exucute command Script" Press Enter. The script will then run.

^_^
thedesertwolf
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Post by thedesertwolf »

I'd be rather curious if this script couldn't be fandangled to do pretty much exactly the same thing for the various pirate bases, especially for older games where they tend to get a'sploded a fair bit, just dump an advanced satellite on top of them with a little tweaking.

Unfortunately I know very little about script editing but I think it'd be worth taking a look into.
I never knew that Kha'ak tasted like fried chicken!
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EmperorJon
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Post by EmperorJon »

That could be added very easily. I may take a look into it later today, see if I can find the courage to brave MSCI once more, ignoring millions of projects that fell by the wayside... :\
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rand__
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Post by rand__ »

If ur at that - i modified the script for myself to show the class of ship and renamed the advanced Satellite to AS:<name> so its easier in the log to see whether its a ship/ware or AS;

just in case ur looking for possible improvements:)
thedesertwolf
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Post by thedesertwolf »

Iffin you do, you do, iffin you don't that's all right too! Frankly you've already made one of the easiest to use and non-explosive (See all stations and ships in Terran space wiped out - long story.) scripts I'm personally familiar with. I just understand jack diddly about the script writing in this. Poked at it a little and came up with less than functional results :P
I never knew that Kha'ak tasted like fried chicken!
Zzyn
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Post by Zzyn »

Can anyone explain why the only ships that show up when I run this are Ka-ak ships? Just 'interceptor' 'skout' 'corvette' etc.. nothing from the commonwealth. Any help is appreciated.. I'm a bit frustrated and have tried a number of tweaks to the script to no avail. Thanks!
thedesertwolf
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Post by thedesertwolf »

It has to do with the algorithm that Egosoft uses for the random abandoned ship generator. It seems to mostly generate Khaak vessels and there is a chance for there to be one or two commonwealth ships in the mix. The only way to really rotate the selection is to start up a new game, run the script, and then if you do not like what is there, delete the save and start again.

I know it is slightly annoying but that is how it works at the moment.
I never knew that Kha'ak tasted like fried chicken!
Zzyn
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Post by Zzyn »

Thanks a ton desertwolf! I'm glad I checked into this before getting too far into the game! :-)

I just made the jump from TC to AP and am trying to adjust.
redheartwolf
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Post by redheartwolf »

Is this thread dead or is the OP still around? I just wanted to thank him for his script.

Thank you.
dr del
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Post by dr del »

Hi,

I'm having trouble with this under windows 8.

When I unzip it I get the read me and an xml file - the only way to not get an xml is to change it to .pck and then unzip.

But either way I cannot for the life of me manage to get this to show up in the script list. :(

I've treble checked the location and downloaded from googledocs and mediafire.

Any clue as to what I am doing wrong?

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