[SCRIPT] Salvage Network 2.8 [08.11.08]

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TECSG
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Post by TECSG » Sun, 4. Dec 05, 18:32

UPDATES POST CONSOLIDATED INTO 1st POST
Last edited by TECSG on Tue, 6. Dec 05, 08:40, edited 2 times in total.

Lothmorg
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Post by Lothmorg » Sun, 4. Dec 05, 21:30

That sounds great!
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TECSG
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Post by TECSG » Mon, 5. Dec 05, 14:30

The new version of the Salvage Network (along with the new AL plugin to spawn more ships) is now available for download. Click below to get the file!

http://hometown.aol.co.uk/NuHth6/X3_scr ... work28.spk

To check the version, the 'revisions' read me file should have V2.1 as the latest.

Comments, feedback and suggestions welcome!
Last edited by TECSG on Thu, 25. Oct 07, 01:20, edited 1 time in total.

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TECSG
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Post by TECSG » Tue, 6. Dec 05, 08:21

Latest version is now 2.2, and comes with the 'Salvage Claim Software Mk. 1' to override ship systems.

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Simon029
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Post by Simon029 » Tue, 6. Dec 05, 08:42

TECSG wrote:Latest version is now 2.2, and comes with the 'Salvage Claim Software Mk. 1' to override ship systems.
isnt there such a software in the game allready? I think its called "System override software" or something and can be bought in pirate bases.

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Post by AalaarDB » Tue, 6. Dec 05, 08:48

This is becoming more and more like my Salvage Mod. It's a shame to have 2 scripters working on 2 separate things so similar. I'm going to continue to develop mine, and you are free to do as you please. You can use any ideas you see from mine. It's a shame you went through all the work of selecting by hand those shiptypes; I had already done it here

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TECSG
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Post by TECSG » Tue, 6. Dec 05, 08:48

You're absolutely right Simon029, however, the Override software is illegal in all sectors (or most at least), and costs over 600,000 credits. Mine is modestly prices at 10,752 credits!

I'm not sure of the range of the Override software, mine will work within 100m.

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TECSG
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Post by TECSG » Tue, 6. Dec 05, 09:00

Hmmm, when I was typing in all those ship types (115 in mine) I thought, I bet there must be a way to tell X3 to create a specific type of ship, something like...

$ship = create ship:class=M5, race=Argon, Variant=Raider, owner=Argon, x=0, y=0, z=0

But I couldn't find anything but the standard 'create ship', so I did it all by hand and though someone would flame me for 'doing it the long way' when there was a simple command.

Seems we both went to a lot of trouble aalaardb, lets hope someone doesn't discover that there really is a command like that!

Man, will we look stoopid! :lol:

BTW, I believe you meant to say that your mod is a lot like mine, not mine is like yours, given that mine came out about three weeks before yours! :wink:
Last edited by TECSG on Mon, 2. Jan 06, 12:48, edited 1 time in total.

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Post by AalaarDB » Tue, 6. Dec 05, 09:07

I did try incrementing subtypes, and stuff like that. I'm 50/50 thinking there's some backdoor hack. Anyways, I like my way because it is weighted. You can get more TS than M3, or more alien ships than specials, or whatever you want.

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TECSG
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Post by TECSG » Tue, 6. Dec 05, 09:13

I (as a programmer), was quite embarrassed about having to do it that way, terribly inefficient! (Faster than a loop, but a waste of time, memory and space :) )

I agree, there must be some 'backdoor' to doing that, but we'll just have to wait until someone finds it!

Then, once we've wiped the egg off our faces, we can both update our scripts!

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Post by 999-JAY-999 » Tue, 6. Dec 05, 10:07

Awsome ideas merged into one script here..... keep it up... will keep a beady eye on this one for sure.
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Post by g_BonE » Fri, 9. Dec 05, 19:47

nice work so far, keep it up.

if you have this Self-replicating Satellite Network (Will slowly spread out over the universe, and automatically replace any lost satellites) coded in i might actually really try out your script, since until now i didnt find any real nicely working satellite deployment scripts.
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TECSG
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Post by TECSG » Fri, 9. Dec 05, 21:02

g_BonE wrote:nice work so far, keep it up.

if you have this Self-replicating Satellite Network (Will slowly spread out over the universe, and automatically replace any lost satellites) coded in i might actually really try out your script, since until now i didnt find any real nicely working satellite deployment scripts.
Thanks!

The satellite network script is working, but because there are so many options, I'm having to convert it to a BBS 'advert' instead of a menu command (was actually already up to 5 seperate menu commands!)

I will post the new script as soon as it's been tested.

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Post by Malcolm (Cyteen) » Wed, 14. Dec 05, 19:04

I believe I have installed the script correctly and run it in the script editor as described. However when I deploy a satellite and go to the ship->special menu I have option 4 as a readtext. Upon activation I get the ship on autopilot message, as normal, but in my personal log I have readtext 40-1 instead of anything useful.

Edit: Also the additional software at the equipment docks is listed as NEW_WARE_xxx

Edit: Manged to find the problem - the 44707.xml file had not extracted properly and was only half the size than in the archive. Replaced and it works fine

Cyteen out
Last edited by Malcolm (Cyteen) on Thu, 15. Dec 05, 14:19, edited 2 times in total.
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Post by Cycrow » Wed, 14. Dec 05, 19:09

TECSG wrote:Hmmm, when I was typing in all those ship types (115 in mine) I thought, I bet there must be a way to tell X3 to create a specific type of ship, something like...

$ship = create ship:class=M5, race=Argon, Variant=Raider, owner=Argon, x=0, y=0, z=0

But I couldn't find anything but the standard 'create ship', so I did it all by hand and though someone would flame me for 'doing it the long way' when there was a simple command.

Seems we both went to a lot of trouble aalaardb, lets hope someone doesn't discover that there really is a command like that!

Man, will we look stoopid! :lol:
yeah i made aload of scripts to select ships too :P
i just made seperate ones for each class

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TECSG
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Post by TECSG » Wed, 14. Dec 05, 21:30

So that's at least 3 different scripts to do the same thing then!
:lol:

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Post by DIGSIN » Wed, 14. Dec 05, 22:39

Self replicating sattelites yes please i'm sick of having to travel half way across the universe to replace a sat that some stupid pirate has used as target practice :thumb_up:

I shall download and when i get chance, see whose ship i can pinch, so what if the pilot is still in, should be fun :twisted:

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TECSG
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Post by TECSG » Wed, 14. Dec 05, 23:25

I'm just putting the finishing touches to the self-replicating network of satellites, that should be ready soon (Got the idea from the blockade of the wormhole in DS9! :D )

I've had to convert it to a BBS advert, and it's taking some time to test properly, as I can't find the damn advert in the stations!

As it stands, if you attempt to 'steal' someone's ship (and they're in it), they will become your enemy and attack (or flee). If you do that enough times (20 currently), the entire race will become your enemy...

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Post by 999-JAY-999 » Thu, 15. Dec 05, 10:08

Nice idea there...... gimme gimme gimme.
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Post by g_BonE » Sun, 18. Dec 05, 09:36

*bump* i want my semi-intelligent self-care sat-deployment 8)
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