[AL] [18.04.2011] Operating Costs [3.1.4]

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

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Cadvan
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Post by Cadvan » Tue, 20. Jul 10, 18:15

UPDATE


20.07.2010 – 3.1.2
- ESC now close Station management


Found the Bug. To hit ESC now closes Station management.

ESC gives -1 and not null as value :S

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Cadvan
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Post by Cadvan » Wed, 11. Aug 10, 17:38

UPDATE

11.08.2010 – 3.1.3
- repaired bug in station management - account

calling Accounts while a new station is added to complex will result in game hanging up - repaired.

-repaired bug with building complexes

when adding a station to complex all scripts get closed. this scripts didn't restart. now they do.

Ariok
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Joined: Wed, 11. Aug 10, 10:43

Post by Ariok » Thu, 19. Aug 10, 13:58

Hi, i get readtext7011-1100 instead of the name of you plugin in the artificial life options, then tried to look in the orders section of my factories and found readtext messages, i suppose those are your script commands. What's wrong?

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Cadvan
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Post by Cadvan » Mon, 6. Sep 10, 09:49

it seems you haven't installed the t-file 7011-0044.xml

Do you use X3TC in englisch or an other language?
If you use an other language then english or german maybe it will get solved by copying the t-file, rename it to 7011-0xxx.xml (change xxx to your country code)
then open the t-file with editor and change in first line 44 to your country code.

sorry for late answere, i had holiday and wasn't at home.

russbo
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Post by russbo » Sat, 30. Oct 10, 07:01

Huefte even though I have the plug in disabled, my script editor shows many many tasks associated with this. My game is slowing down, and I have to start removing things to find out what the cause is. How do I uninstall this?

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Cadvan
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Post by Cadvan » Sat, 30. Oct 10, 15:45

This plugin starts a looping script on every station you have, so there should be a lot of them.
There should be only one task used on every station (normaly 100 or 101)
These scripts have a looping time of 5 minutes. in every loop they are checking if the plugin is activated or not.

5 minutes after deactivating the plugin in al-menu all loops/tasks should be killed.

If you still find any of them (shouldn't happen) try to change the status of ship/station. (activate or deactivate)

After this there should really no script running from this one and you can delete the scripts in your script-folder.

Local variables on stations and a global array will still remain, even the hotkey and commands in menu's.
I haven't included a uninstall-script for these up to now.

russbo
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Post by russbo » Sat, 30. Oct 10, 17:52

So, just turning it off turns it off. OK, makes sense. :)

I think my problem is not with this script though; it's that I have far too many ships roving the universe. "Unleashed" seems to have helped so far.

Thanks for the info though!

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Cadvan
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Post by Cadvan » Sat, 30. Oct 10, 19:21

remember: even turned of the plugin let you use the management.
Repair, turn on an off the station - all works well.
Only no constant scripts are running, no costs and no damage are applied.

ezza84
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x3tc

Post by ezza84 » Tue, 8. Feb 11, 19:49

link to the libraries you used isnt working, i assume i need to install thes in order to use the main operating script.

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Cadvan
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Post by Cadvan » Wed, 9. Feb 11, 16:50

the library is included in main operating script download.

it's only linked for those who only wants the library. In these case you have to use "right click -> save as", otherwise your browser tries to open it and misses the style-sheet (which is part of your x-installation)

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Cadvan
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Post by Cadvan » Mon, 18. Apr 11, 17:00

Update

18.04.2010 – 3.1.4
- repaired bug with loosing shields after building complex
- added station inspection to station management



In german forum someone found a bug:

If you add an inactive station with lost shields to a complex the station will never regain its shields, even after reaktivating.

This happened cause all running scripts will get terminated by egosoft if a station is added to complex. reinitialisation of added stations countet shileds as 0, so they will never add shields again.
Now they wount get counted again, so the former number will stay.

If you have a station with 0 shields cause of this bug please run station inspection on these station. Shield count will set to 10 (standart-value for most stations)
After this deactivate station and reactivate it after 10 minutes. This should bring your shileds back to Action.

mikarin
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Joined: Wed, 16. Jan 13, 17:37
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Post by mikarin » Wed, 16. Jan 13, 17:48

This MOD is great!
I use as one of my favorites.
But I do not know how much to take a credit every time.
I think that may be made ​​to understand by using hot key!
Then I think, to be a reality even when consumed in small portions while sailing normal cell energy. (However, it should be now be switched ON / OFF is this good) :)
I hope!

Timsup2nothin
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Post by Timsup2nothin » Wed, 9. Aug 17, 19:49

Anybody ever tried this with AP?
Trapper Tim's Guide to CLS 2

On Her Majesty's Secret Service-Dead is Dead, and he is DEAD

Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress

HEY! AP!! That's new!!!

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