[BONUS Plug-In] Gunnery Crew turret plugin - Version 3.02
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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HCFC
- Posts: 392
- Joined: Fri, 23. Jul 04, 09:25

Hello Reven
Good sounding script. Downloaded the latest one and got it to work but only in a new game. I have a rich mans game with 6 m2s but the script doesnt seem to work in the saved game. I also have one I have just restarted but have reached 2million and my first M3s so I would like to keep going with it - same problem no gunnery hire script. I started a new Xuniverse game to check and low and behold there it was in the trading dock at Argon Prime right where it was supposed to be. I am sorry if this has already been answer but I had a quick skim through the previous posts and couldnt find anything - can the script be made to work in established saved games?
Any help would be appreciated.
Good sounding script. Downloaded the latest one and got it to work but only in a new game. I have a rich mans game with 6 m2s but the script doesnt seem to work in the saved game. I also have one I have just restarted but have reached 2million and my first M3s so I would like to keep going with it - same problem no gunnery hire script. I started a new Xuniverse game to check and low and behold there it was in the trading dock at Argon Prime right where it was supposed to be. I am sorry if this has already been answer but I had a quick skim through the previous posts and couldnt find anything - can the script be made to work in established saved games?
Any help would be appreciated.
"Smoke me a Kipper...
...I'll be back for breakfast"
...I'll be back for breakfast"
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HCFC
- Posts: 392
- Joined: Fri, 23. Jul 04, 09:25

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rfoote
- Posts: 171
- Joined: Thu, 18. Dec 03, 17:51

Guncrews 2.11 and engine tuning v3
Reven-
I just came across a "possible" conflict....don'tt know what else to call it.
I had the engine tuning V3 installed WITH your earliar Guncrew script; Everything worked great. Now, some time after I installed the Guncrews 2.11 script I went back to use the Engine Tuning and it is not displayed in the Command-special menu. ( I like using over-whelming force ) :')
Anyway, Pirate stations sell it, I've bought it, I've installed it in ships and used it before....now with the latest GC v2.11 it won't show up in the special menu...it can be brought up in one or the other of the "additional command slots........along with missile defense and wasp assault, but EngineTuning is not active.
I re-installed the Tuning...scripts to scripts and "t" to "t", but no joy.
Could there be a conflict, or am I doing something "dumb"!!
rfoote
I just came across a "possible" conflict....don'tt know what else to call it.
I had the engine tuning V3 installed WITH your earliar Guncrew script; Everything worked great. Now, some time after I installed the Guncrews 2.11 script I went back to use the Engine Tuning and it is not displayed in the Command-special menu. ( I like using over-whelming force ) :')
Anyway, Pirate stations sell it, I've bought it, I've installed it in ships and used it before....now with the latest GC v2.11 it won't show up in the special menu...it can be brought up in one or the other of the "additional command slots........along with missile defense and wasp assault, but EngineTuning is not active.
I re-installed the Tuning...scripts to scripts and "t" to "t", but no joy.
Could there be a conflict, or am I doing something "dumb"!!
rfoote
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HCFC
- Posts: 392
- Joined: Fri, 23. Jul 04, 09:25

No joy - I tried the goner temple but its not there. I would really like to try this on one of my established games because of the time it takes to get the money together for a cap ship. I am using the UK version of the game on 1.4 if that is of any relevance.
"Smoke me a Kipper...
...I'll be back for breakfast"
...I'll be back for breakfast"
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rfoote
- Posts: 171
- Joined: Thu, 18. Dec 03, 17:51

HCFC wrote:No joy - I tried the goner temple but its not there. I would really like to try this on one of my established games because of the time it takes to get the money together for a cap ship. I am using the UK version of the game on 1.4 if that is of any relevance.
After installation the "guncrew" upgrade is for sale at the Argon Prime and Omicron Lyrae Trading docks...........
Enjoy. it's great!!!!!!!
rfoote
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HCFC
- Posts: 392
- Joined: Fri, 23. Jul 04, 09:25

Yeah - but if you read my original post you will see that in my saved games it does not appear there or the EDs or the goner temple the only time I have seen it is when I start a new game, which I would rather not do as I have 1.1 billion, 6 M2s and a stash of weapons for a load more.
"Smoke me a Kipper...
...I'll be back for breakfast"
...I'll be back for breakfast"
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D_Zorro
- Posts: 2027
- Joined: Wed, 6. Nov 02, 20:31

The way to try it is, load a save game then press shit+c then s and click on reinitscript and it should reinitialise the scripts then try to see if the new upgrades appear at the equipmentdocks. hopes this helps.HCFC wrote:Yeah - but if you read my original post you will see that in my saved games it does not appear there or the EDs or the goner temple the only time I have seen it is when I start a new game, which I would rather not do as I have 1.1 billion, 6 M2s and a stash of weapons for a load more.
DZorro,
System spec: Pentium (R) D 2.66 Ghz, Ram : 2048 DDR, HD : 250 GIG 7200 RPM intern 8 MB cash
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200
Videocard : Nvidia Geforce 8800 GTS 320mb : Realtek
Laptop : AMD athlon 64 3200 + 1024 DDR 80 gig HD Conexant AMC Audio, Ati mobility Radeon Express 200
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Stonerkrieg
- Posts: 237
- Joined: Thu, 8. Jul 04, 02:32

Downloaded,installed,ran.Put in My Titan,then added to normal PPC compliment.Added IonD's,GHEPT's,GPAC's,APSWG's(people forget that you can add these to a Titan).Combat tested.WOW!!!I love it!Now I'm a happy
little homicidal despot!
Only problem is that I had to build another Wasp Fact to keep up supply.
Also put in gunners on all my other M2's,M6's and Mammoth.An Excellent script.I give it a double thumbs up,four stars and a knife and spoon!
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Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

It shouldn't ever appear in the Goner Temple. If it appears there, then there is a problem. Most likely there is another script installed that is using the same ware that mine uses.HCFC wrote:Yeah - but if you read my original post you will see that in my saved games it does not appear there or the EDs or the goner temple the only time I have seen it is when I start a new game, which I would rather not do as I have 1.1 billion, 6 M2s and a stash of weapons for a load more.
There are two known scripts that conflict with mine. One is the Hull Repair System script. I can't remember the other one, and Xai's handbook site is down right now so I can't check.
Version 2.11 of the turret script looks in the sectors Argon Prime and Omicron Lyrae for an Argon Equipment Dock owned by the Argon. If the ware doesn't exist on those EQ docks, then it adds the ware to them.
If there is another script that has added a ware that uses the same ware slot as mine, then there will be problems.
At this point, my suggestion would be to wait just a little bit. Version 3 of the script is being tested right now. It eliminates the single "Hired Gunnery Crews" ware, and uses a different approach. This is going to be a signed script, and the one ware it does use is not listed on any list as being used in any other script. So, I don't think there will be any compatibility issues with version 3.
You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum
Ex Turbo Modestum
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HCFC
- Posts: 392
- Joined: Fri, 23. Jul 04, 09:25

Thanks for the info.
This is the only unsigned script I have on, I have SDS, BHP, MK3 Trader and Engine tuning. Tried a new story game and it did not appear. The only place it works is in the Xuniverse game. Ah well I shall have to wait for the next version. Do you need to remove any bits of the previous scripts (dont laugh if this sounds stupid - I dont know much about scripts and such
) or will the new ones just take over.
This is the only unsigned script I have on, I have SDS, BHP, MK3 Trader and Engine tuning. Tried a new story game and it did not appear. The only place it works is in the Xuniverse game. Ah well I shall have to wait for the next version. Do you need to remove any bits of the previous scripts (dont laugh if this sounds stupid - I dont know much about scripts and such
"Smoke me a Kipper...
...I'll be back for breakfast"
...I'll be back for breakfast"
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Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

If you don't already have any other unsigned scripts, then I don't know why it's not working as it is. In case this is an issue with non-storyline games in general, I would appreciate it if you could help me to debug this.
What I need from you is a zip file containing:
Can email to kfitzner@excelcia.org
Thanks.
What I need from you is a zip file containing:
- <X²>/scripts
- <X²>/t
- The save game
Can email to kfitzner@excelcia.org
Thanks.
You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum
Ex Turbo Modestum
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HCFC
- Posts: 392
- Joined: Fri, 23. Jul 04, 09:25

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alevel17
- Posts: 383
- Joined: Sat, 23. Oct 04, 00:37

I'm going to try this script tonight thanks 
One thing i've been finding lately manually and i'm not sure if the script will do the same.
I have 1 of the front Turrets on my Collosus as an IonD and to attack Enemy
The problem i get with this is when i get jumped by Khak or anyone for that matter the first thing i usually do is single out any bigger ships and soften them up with a few wasps leaving the turrets to deal with the fighters and remaining ships.
Problem is when an enemy fighter or missile gets in range my IonD goes off and chain destroys all the missiles i've thrown out which is a bit annoying!!!
I've started manually switching out the IonD when i have a milssile chain still outbound.
Will the script have something in it to stop it doing a Wasp Storm and setting off an IonD at the same time, i mean i'm sure it will be very pretty to see 100 odd Wasps leave the ship and blow up instantly but not very useful
One thing i've been finding lately manually and i'm not sure if the script will do the same.
I have 1 of the front Turrets on my Collosus as an IonD and to attack Enemy
The problem i get with this is when i get jumped by Khak or anyone for that matter the first thing i usually do is single out any bigger ships and soften them up with a few wasps leaving the turrets to deal with the fighters and remaining ships.
Problem is when an enemy fighter or missile gets in range my IonD goes off and chain destroys all the missiles i've thrown out which is a bit annoying!!!
I've started manually switching out the IonD when i have a milssile chain still outbound.
Will the script have something in it to stop it doing a Wasp Storm and setting off an IonD at the same time, i mean i'm sure it will be very pretty to see 100 odd Wasps leave the ship and blow up instantly but not very useful
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Reven
- Posts: 1133
- Joined: Thu, 10. Jul 03, 07:42

Unfortunately, this is very very difficult. In case anyone is interested in the technical reasons why, here it is (feel free to just skip this next part):
There is not scripting command that can easily do a search for missiles in flight. There are only three commands that can ever return a missile object:
A Sector Object is simply an integer that represents an object that is actually modelled - an object in the sector the player is in. When you first load a game, this starts at 1 for the first object rendered in the sector you are in and increments by one for every object rendered thereafter. It doesn't reset when you go to a new sector either, just keeps incrementing.
Theoretically it's possible to have a scripting process sitting and monitoring all the new sector objects that get created. Every time it sees one that is a missile, add it to an array of missiles that it tracks. Every so often it will check the array and remove the missiles that don't exist any more.
Then, any script that wanted to take advantage of this information would simply grab the global variable with the missiles in it, and then use that information any way it wanted.
I say this is theoretically possible, but it might not be feasable. There is no way to get a list of sector objects. So, the script would have to sort of intelligently guess. Look at an object in the sector, get it's sector object number, then scan up from there trying to figure out where the current "end" of the list is.
This will be a complicated thing and I'm not sure I want to bother.
The Return will have better scripting commands that will give lists of missiles. I can guarantee it - even if I have to beat up the developers to get it. 
There is not scripting command that can easily do a search for missiles in flight. There are only three commands that can ever return a missile object:
- find nearest missile aiming at me
- get player targeting aim
- get object from sector object
A Sector Object is simply an integer that represents an object that is actually modelled - an object in the sector the player is in. When you first load a game, this starts at 1 for the first object rendered in the sector you are in and increments by one for every object rendered thereafter. It doesn't reset when you go to a new sector either, just keeps incrementing.
Theoretically it's possible to have a scripting process sitting and monitoring all the new sector objects that get created. Every time it sees one that is a missile, add it to an array of missiles that it tracks. Every so often it will check the array and remove the missiles that don't exist any more.
Then, any script that wanted to take advantage of this information would simply grab the global variable with the missiles in it, and then use that information any way it wanted.
I say this is theoretically possible, but it might not be feasable. There is no way to get a list of sector objects. So, the script would have to sort of intelligently guess. Look at an object in the sector, get it's sector object number, then scan up from there trying to figure out where the current "end" of the list is.
This will be a complicated thing and I'm not sure I want to bother.
You were warned... pirates will be hunted down like vermin.
Ex Turbo Modestum
Ex Turbo Modestum
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alevel17
- Posts: 383
- Joined: Sat, 23. Oct 04, 00:37

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alevel17
- Posts: 383
- Joined: Sat, 23. Oct 04, 00:37

Strange The Script works in New Game - Customer Universe (X-Universe) but not on any saved games or New Story line games in any difficulty level.
Tried activating the Script editor with Thereshallbewings but i can't get that to work i just end up flicking through random console options and firing missiles at people
i'm guessing you are just working on v.3 that won't need this item anymore and viola no more problem here but it would be nice to try this out and before the crew start demanding pay
damn unions!!!!
Tried activating the Script editor with Thereshallbewings but i can't get that to work i just end up flicking through random console options and firing missiles at people
i'm guessing you are just working on v.3 that won't need this item anymore and viola no more problem here but it would be nice to try this out and before the crew start demanding pay
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frymaster
- Posts: 3008
- Joined: Wed, 6. Nov 02, 20:31

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alevel17
- Posts: 383
- Joined: Sat, 23. Oct 04, 00:37

I've tried enabling the editor (Type Thereshallbewings whilst in space) but i get nada, no conformation Ding. nothing in command console.
i'm registered and version 1.4 ;/
Am i being stupid?
I'm just in a ship in space and i type in the code, menus flash all over the place as i type this in as they are bound to options and at the end of it i get Goggles not installed but no editor :/
i'm registered and version 1.4 ;/
Am i being stupid?
I'm just in a ship in space and i type in the code, menus flash all over the place as i type this in as they are bound to options and at the end of it i get Goggles not installed but no editor :/
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alevel17
- Posts: 383
- Joined: Sat, 23. Oct 04, 00:37

LOL never mind i got it.
It doenst like me Speed touch typing i have to really hold down Shift and T for a second or two to get it to recognise that (i notice this enables some kind of input session and the key mappings stop bringing up menu options allowing me to type in the rest of the code and it works)
So i guess its more accurate to say Shift+T to enter input mode, then hereshallbewings
It doenst like me Speed touch typing i have to really hold down Shift and T for a second or two to get it to recognise that (i notice this enables some kind of input session and the key mappings stop bringing up menu options allowing me to type in the rest of the code and it works)
So i guess its more accurate to say Shift+T to enter input mode, then hereshallbewings
