AL Plugin : X3 Race Response Fleets Final 1.7a 3/12/07

The place to discuss scripting and game modifications for X³: Reunion.

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LV
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Post by LV » Sat, 21. Jun 08, 14:26

Eladin did not merge all the threads, I did!

because

a) they are all rrf related (i wrote it, i know;) )
b) when i fix problems it's much eaiser when i can look at them all in one thread.

If your threads being booted around has upset you i apologise but the reasons are clear and that's in addition to the Posting Rules for Scripts and Modding Forum

anyhow

here's what i've managed in the last few hrs

xi sector mission, timer increased , works fine for me

100's of response ships in sector
i've played with the m6 logic and it should disperse them now (i think another script/mod may be causing it)

1000's of fighters in ke/1 sector
destruct code added and command changed so hopefully it won't happen

while i test i'm also adding a little surprise for 1.8 ;)

now stop bitching ladies or i'll have to get all Imperial on y'all :)
LV's TC Scripts
Readme's For All My Scripts


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Post by Zoed Vega » Sat, 21. Jun 08, 15:10

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Post by Lancefighter » Sat, 21. Jun 08, 20:28

LV wrote:Eladin did not merge all the threads, I did!
oh! :oops:
eladan was the only mod that i saw was on at the time, your too stealthy, ninja'ing threads from here to there, not telling anyone.

@Zoed Vega, I see what you are saying, but would like to mention that mods dont require overwriting of stuff... just a different cat/dat number...

And I dont know why youu would get such a preformance decrease when a few xenon ships appear; Perhaps it is because dozens of RFF craft decide to appear and spew PPC bolts at people?

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OOZ662
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Post by OOZ662 » Sat, 21. Jun 08, 23:45

I dunno if that timer needs increasing; the time would run out only because I had no idea what to do. I completed one just fine today. :)

Lancefighter
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Post by Lancefighter » Sat, 21. Jun 08, 23:59

how? With what exactly? And what are the rewards?

Because even if I kill every capship I see, I still lose

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OOZ662
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Post by OOZ662 » Sun, 22. Jun 08, 00:05

A Colossus without any fighters, with AFLAKs and BPBEs. All that showed up were about 4 Ls and 12 Ms.

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Post by Zoed Vega » Sun, 22. Jun 08, 00:29

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Lancefighter
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Post by Lancefighter » Sun, 22. Jun 08, 00:35

Umm interesting then.
edit.
Your problem might be that you are using scripts designed for a particular mod with a totally different mod. This might not be good...


@OOZ662, i thought you were talking about a RFF invasion, silly me.

KELMAR
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Post by KELMAR » Sun, 22. Jun 08, 01:03

does this script depend on the xuniverse? meaning will it work with transcend II that has a completely different universe map.
That was my health bar?

SecondAcc
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Post by SecondAcc » Sun, 22. Jun 08, 09:56

Zoed Vega wrote:
Lancefighter wrote: @Zoed Vega, I see what you are saying, but would like to mention that mods dont require overwriting of stuff... just a different cat/dat number...
I respectfully disagree, I have several mods I have installed,
and they have [Scripts] folder and [T] Folder and [Maps] folder,
that asks to over write when I try to transfer the contents from the Mod Zip file or .RAR file over to the installed directory.
And when I try to, windows ask, would you like to [Overwrite].

Also, as by what I understand, The MODS Security File and DAT file,
is suppose to go into the MOD folder in the X3 directory.
and NOT have its name changed into a number.

So I say yes, because I am thinking that in order for the mod to work,
These files have to be in those folders.

See what I am saying now ?

If you still think I am incorrect, I can send pictures of the event when it happens.
I would re-install a Mod so you can see what I am talking about.


Most Mods come with:
1 - [Security File] - I place in MOD Folder
2 - [DAT File] - I place in MOD folder
3 - [Scripts Files] - I place in Scripts folder
4 - [T Files] - I place in T Folder
5 - [Map XML Files] - I place in MAP folder

Unless I am doing something wrong ?
Please let me know, so I may correct it.


;)
Well....some things:
- The .cat-File is called "catalog"
- just because windows says "overwrite" it doesn't mean, that something will be overwritten. The content of the old scripts-folder f.e. gets together with the files from the "new" scripts-folder, same with the t-folder. Doesn't mean that single files won't be overwritten, but that is not what windows means.
- The main difference between fake patches and mods is that you can have numerous fake patches activated, but just one mod. So it's unimportant if you install a mod as fake patch or as mod in the mods-folder

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Post by Zoed Vega » Sun, 22. Jun 08, 10:43

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OOZ662
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Post by OOZ662 » Sun, 22. Jun 08, 18:55

Stubborn, aren't we? :D

At least in my experience, if you take two folders named the same thing, one containing say "1.cat" and the other containing "2.cat" and put them together, it warns you that some files may be overwritten but you'll end up with a folder with "1.cat" and "2.cat." Now, if any of the file names actually were the same, it will overwrite them.

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LegendaryTeeth
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Post by LegendaryTeeth » Sun, 22. Jun 08, 19:48

If you take a new folder and try and merge it with another one (for example, dropping a folder called 'scripts' into your base X3 directory), windows will ask you if you want to overwrite or not.

What this means is it will copy the files from the new folder into the old one, overwriting any file that happens to have the same name as one of the new files. The dates on the files don't matter, and files in the old folder that don't have the name of a file in the new folder will be untouched.

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Post by Buck_Rogers » Thu, 26. Jun 08, 23:33

Hi LV

I checked a couple of pages back to see if this question was asked. It was, but it was never answered. So I'm asking it now :D

How on earth do you find the Yaki haker ships? Are they in the same sector you get the message from? Or elsewhere? I keep thinking I'm finding them (I'm finding ships with the exact same name), but I'm obviously not, as I get a message shortly after saying that the hacker has escaped :(
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Warning . . . Destroyer . . . Entering System

Post by smiley » Mon, 7. Jul 08, 17:24

I have looked for tha answer to this, but as usual . . . you know the score.

I think I have this query in the right place, but feel free to move it if I'm being dense.

Anyway, sometimes when I'm in a sector I get a WARNING message (I think it probably comes from one of the scripts I have downloaded, but am not sure which one).

Sometimes it says WARNING, and that's it.
Sometimes it says WARNING . . . DESTROYER.
And sometimes it says WARNING . . . DESTROYER . . . ENTERING SYSTEM.

I think I have the words exactly right.

What I'm trying to find out is the difference between these warning messages. I know that the last one means a destroyer (usually Khaak or Xenon), possibly a carrier too, is just about to wreak havoc in your current sector, but I've never really worked out what the first two foretell.

Any help would be much appreciated.

Smiley
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ezra-r
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Post by ezra-r » Mon, 7. Jul 08, 18:06

It would be nice if you shared your scripts installed, also would like to know which script does that and why...

Now Im intrigued.

Remember, share your scripts list and tell which is this one.

madprof
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Post by madprof » Mon, 7. Jul 08, 18:22

It sounds like LV's Race Respone Fleets - believe I read about this.

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Post by smiley » Mon, 7. Jul 08, 19:03

I have the following scripts installed (according to my plugin manager)

Arena
BBS Offers
Bounty Boost
Convoys
Deathmatch Arena Redux
Dock TS
Escort
Forum Name Library
Freight Transported Upgrade
Heavy Assault Technology
Jumpdrive Delivery
LV's Cheats
Medusa Rapid Fire Missile Interface
Player Response Fleets
Race Response Fleets Final
Self Repairing Hull Technology
Shield Boost
Universal Trader Protection + Warning Systems

If I remember correctly, these all came as a bargain bucket LV package.

Can't find anything like this described in the Race Response script (or any other for that matter). I have used the extra search with key words 'WARNING' and 'DESTROYER', narrowing the search to Modding and Scripting. It comes up with 2 threads, and this thread is one of them.

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Post by LV » Mon, 7. Jul 08, 19:06

it is rrf and iirc warning only = xenon warning destroyer = khaak

you will not find those words as that's not the way commands work ;)

merging into rrf thread

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Post by smiley » Mon, 7. Jul 08, 19:09

LV wrote:it is rrf and iirc warning only = xenon warning destroyer = khaak

you will not find those words as that's not the way commands work ;)

merging into rrf thread
Cheers LV.

What's the difference between the warnings I get then?

WARNING
WARNING . . . DESTROYER
WARNING . . . DESTROYER . . . ENTERING SYSTEM

Smiley
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