[SCRIPT] Assassins Guild V1.60 : Update 07/08/2006
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Hi there,
Fairly new to the X3:R thing, but played X2 a while back and thought it'd be worth revisting
I'm running v2.5 + XTM 0.74 and a load of your scripts, but i'm having some trouble with this one...
Managed to join the guild once i found a post stating that the join message was random (kind looked like a bug to me, personally i'd make it permanent, but still... ), and took a lvl 1 mission to kill a TS.
Went off, found the TS, blew it up, and nothing... i've jumped around, run the SETA for a while, and nothing...
Not to be put off i went to grab another mission, fly off to a pirate sector, found the Toucan Hauler fine, but every time i blow it up (well literally just before) the game freezes and i have to kill it off in Task Manager...
I've removed the scripts written by LV (using the plugin manager), which doesn't seem a bad idea anyway as they seem to clash with several decent scripts written by other people... but i'm still getting the same problem every time.
Is there any help and advice anyone can give here at all?
This script sounds right up my street, so is a real shame i can't use it
Fairly new to the X3:R thing, but played X2 a while back and thought it'd be worth revisting
I'm running v2.5 + XTM 0.74 and a load of your scripts, but i'm having some trouble with this one...
Managed to join the guild once i found a post stating that the join message was random (kind looked like a bug to me, personally i'd make it permanent, but still... ), and took a lvl 1 mission to kill a TS.
Went off, found the TS, blew it up, and nothing... i've jumped around, run the SETA for a while, and nothing...
Not to be put off i went to grab another mission, fly off to a pirate sector, found the Toucan Hauler fine, but every time i blow it up (well literally just before) the game freezes and i have to kill it off in Task Manager...
I've removed the scripts written by LV (using the plugin manager), which doesn't seem a bad idea anyway as they seem to clash with several decent scripts written by other people... but i'm still getting the same problem every time.
Is there any help and advice anyone can give here at all?
This script sounds right up my street, so is a real shame i can't use it
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- Joined: Tue, 26. Feb 08, 16:24
Any script which has effect on the "SIGNAL.KILLED"?
If you find the TS and destroy it but no message response, the problem could be there ... no return of the SIGNAL.KILLED.
If i remember well, some scripts of invasion or response fleet modify something about this.
Excuse for mistake i'm french.
Edit: if i remember well how the scripts are ... built( sorry i haven't another word)... when the target is destroyed, his followers get a new order : to kill you. . So if you check this, if the followers don't try to kill you, it means that they don't know the target is killed, and it means that the "SIGNAL.KILLED" doesn't work. i really suppose. If ever we could have Cycrow's opinion about this, it might be a great information, also for me cause i've modified the script and all his interest is now on the followers who have to kill me, they are at least 3 m1, 8 m6 and 20 M3, so if any script i could install in the future would make the "SIGNAL.KILLED" out of order, i'll really come back to my decision about this.
If you find the TS and destroy it but no message response, the problem could be there ... no return of the SIGNAL.KILLED.
If i remember well, some scripts of invasion or response fleet modify something about this.
Excuse for mistake i'm french.
Edit: if i remember well how the scripts are ... built( sorry i haven't another word)... when the target is destroyed, his followers get a new order : to kill you. . So if you check this, if the followers don't try to kill you, it means that they don't know the target is killed, and it means that the "SIGNAL.KILLED" doesn't work. i really suppose. If ever we could have Cycrow's opinion about this, it might be a great information, also for me cause i've modified the script and all his interest is now on the followers who have to kill me, they are at least 3 m1, 8 m6 and 20 M3, so if any script i could install in the future would make the "SIGNAL.KILLED" out of order, i'll really come back to my decision about this.
*fervent défenseur du Down sacré*
*a défoncé les toilettes privées du forum français*
*Patient préféré des infirmières du Doc *
*Comité de lutte pour une meilleur fluidité du jeu*
*a défoncé les toilettes privées du forum français*
*Patient préféré des infirmières du Doc *
*Comité de lutte pour une meilleur fluidité du jeu*
PrizzZ wrote: il vaut mieux prévenir que taper ... enfin non, guérir
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- Posts: 51
- Joined: Sun, 9. Jul 06, 08:31
Cycrows guild scripts
ive got pretty much all the cycrow guild scripts on my x3 and their working great! but i was wondering how do i check my ranking for the guilds? ive been trying to find out how but had no luck, can any1 help me?
{Merged to one of the appropriate threads. jlehtone}
{Merged to one of the appropriate threads. jlehtone}
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I'm having this problem too. I thought I had done a fair few missions, so I went to my status and it says I have 0 experience. T'is rather irritating as all these missions have netted me nothing.I seem to be having a problem with this script. I've assassinated two ships, but so far I haven't gotten any reward, XP, credits, or otherwise.
I'm running v2.5 along with a few other scripts that say they're compatable with everything else.
-A wise man, in times of peace, prepares for war.
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- Joined: Sat, 28. Apr 07, 10:33
Hello all,
Short question:
I've restarted the game - this time with the Race Response Fleet (RRF) script.
Assassin's guild seemed to work just fine, until I reached level 5.
Most likely the M6's kill signal is being yanked by some other script (RRF?) - preventing me from getting the reward for killing the target. (In most cases the M3 escorts don't even notice when the M6 is killed)
Any idea how I can debug / check who is handling the target's kill signal?
Can I somehow short circuit the target's kill signal? (By manually starting the appropriate script?)
- Gilboa
Short question:
I've restarted the game - this time with the Race Response Fleet (RRF) script.
Assassin's guild seemed to work just fine, until I reached level 5.
Most likely the M6's kill signal is being yanked by some other script (RRF?) - preventing me from getting the reward for killing the target. (In most cases the M3 escorts don't even notice when the M6 is killed)
Any idea how I can debug / check who is handling the target's kill signal?
Can I somehow short circuit the target's kill signal? (By manually starting the appropriate script?)
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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- Posts: 260
- Joined: Sat, 28. Apr 07, 10:33
... Come to think about it, I also use the Bail signal extension script. I wonder if it's has something to do with Assassins Guild failing to work at level 5 (or above...)
- Gilboa
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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- Posts: 260
- Joined: Sat, 28. Apr 07, 10:33
Yep. As both you and I guessed, it's bail signal extension.
I've disabled it managed to score my first level 5 kill.
I wonder if I can fix it somehow...
- Gilboa
I've disabled it managed to score my first level 5 kill.
I wonder if I can fix it somehow...
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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- Moderator (Script&Mod)
- Posts: 22250
- Joined: Sun, 14. Nov 04, 23:26
the problem is with the signal handling of X3.
u can only have one signal per ship, the assassins guild uses the signal to detect when the ship is killed by you.
unfortuatlly there are scripts out there that override some signals on all ships, this basically prevents these from working correctly.
only thing u can do is change the offending scripts to stop overrighting all signals.
the problems also exist with things like LV bounty boost, that replaces everyships SIGNAL_KILLED
u can only have one signal per ship, the assassins guild uses the signal to detect when the ship is killed by you.
unfortuatlly there are scripts out there that override some signals on all ships, this basically prevents these from working correctly.
only thing u can do is change the offending scripts to stop overrighting all signals.
the problems also exist with things like LV bounty boost, that replaces everyships SIGNAL_KILLED
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- Posts: 260
- Joined: Sat, 28. Apr 07, 10:33
I understand. Thanks for the help.
Last question - can you point me to the script, within AG, that handles the KILL signal?
- Gilboa
Last question - can you point me to the script, within AG, that handles the KILL signal?
- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
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- Posts: 23
- Joined: Mon, 16. Feb 04, 16:34
I'm having trouble finding any BBS entries for this script, the mercenaries script and the bounty hunter script.
Ive enabled Thereshallbewings and used cycrows installer. I'm pretty sure there installed cause I can hire mercs to destroy stations and all the mods are in the options.
Can anyone help?
I have been to about 50 stations now?
Ive enabled Thereshallbewings and used cycrows installer. I'm pretty sure there installed cause I can hire mercs to destroy stations and all the mods are in the options.
Can anyone help?
I have been to about 50 stations now?
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Re: [SCRIPT] Assassins Guild V1.60 : Update 07/08/2006
Anyone can provide fresh links? Cheers
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- Moderator (Script&Mod)
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Re: [SCRIPT] Assassins Guild V1.60 : Update 07/08/2006
i've updated the link in the first post