[MOD] AutoLooter (ver0.6 March 14 2015)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
[MOD] AutoLooter (ver0.6 March 14 2015)
Dowload
AutoLooter v0.6 March 14 2015
What and How
Select Long range scan mode to trigger the autolooter option (custom menu) to beam all crates (inventory items and ammunition only within a certain range) aboard the Skunk. Ammunition (missiles) will be added only if the Skunk has free storage capacity. Onscreen messages provide detailed information.
Installation
As usual extract the folder AutoLooter to your extensions folder.
Cheers Euclid
Changelog
v0.2: Sorry, one old file in the zip. Please download again.
v0.3: inserted a condition to ensure all drops are of inventory type,i.e. can be collected by the Skunk.
v0.4 added info on drops to player logbook 'tips'
v0.5 changed find_object_component to find_object
v0.6 changed object to space, thx YorrickVander for spotting this
AutoLooter v0.6 March 14 2015
What and How
Select Long range scan mode to trigger the autolooter option (custom menu) to beam all crates (inventory items and ammunition only within a certain range) aboard the Skunk. Ammunition (missiles) will be added only if the Skunk has free storage capacity. Onscreen messages provide detailed information.
Installation
As usual extract the folder AutoLooter to your extensions folder.
Cheers Euclid
Changelog
v0.2: Sorry, one old file in the zip. Please download again.
v0.3: inserted a condition to ensure all drops are of inventory type,i.e. can be collected by the Skunk.
v0.4 added info on drops to player logbook 'tips'
v0.5 changed find_object_component to find_object
v0.6 changed object to space, thx YorrickVander for spotting this
Last edited by euclid on Sat, 14. Mar 15, 17:52, edited 5 times in total.
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
I see mr. w.evans
One little thing,not big probleem,easy to avoid it...
when you open LRS and keep it too long(i am in same zone) then its not recognize them.
Workaround:Just close after every collection scanner and open it again if you see another loot
One little thing,not big probleem,easy to avoid it...
when you open LRS and keep it too long(i am in same zone) then its not recognize them.
Workaround:Just close after every collection scanner and open it again if you see another loot
And one day ... one day i will be there ...
And if not... then i will be here ...
Me
And if not... then i will be here ...
Me
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Ooo just what I need
With one of my Arawn's killing everything in sight in Maelstrom it will make my collecting task a lot easier.. - Thank you...
PS: Added autolooter to my mod list...
With one of my Arawn's killing everything in sight in Maelstrom it will make my collecting task a lot easier.. - Thank you...
PS: Added autolooter to my mod list...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
I see a lot of errors sometimes indicating crates can't be collected - I assume these are capital ship containers being caught in the function. Is it possible to filter these out?
Code: Select all
[=ERROR=] Error in MD cue md.EuclidsAutoLooterStart.EuclidALEnd<inst:1aeae>: collect_drop: Evaluated object 'Albion Skunk' can not collect drop 'Ware Container'
* Expression: player.primaryship
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
Thanks Yorrick ... almost beat you to it :YorrickVander wrote:I see a lot of errors sometimes indicating crates can't be collected - I assume these are capital ship containers being caught in the function. Is it possible to filter these out?
Code: Select all
[=ERROR=] Error in MD cue md.EuclidsAutoLooterStart.EuclidALEnd<inst:1aeae>: collect_drop: Evaluated object 'Albion Skunk' can not collect drop 'Ware Container' * Expression: player.primaryship
New version uploaded (see OP for details)
@LUBEggA: Unfortunately handling keys (things like assign_key or event_key_pressed) is one of the two most useful features that are not yet implemented and hence not yet available for scripting.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Results using "old" version
Works great, I have my Arawn patrolling one of Maelstroms zones, every now and then I take Skunk over to check up on her, activate your mod and get lots and lots of goodies..
Sure makes easy work instead of having to spend heaps of time trying to locate every single crate..
Just one thought, I notice it doesn't pick up missiles if you already full, any chance they could be automatically destroyed instead of leaving them cluttering up the x universe?
Heads over to download new version.. - Thank you Euclid...
Works great, I have my Arawn patrolling one of Maelstroms zones, every now and then I take Skunk over to check up on her, activate your mod and get lots and lots of goodies..
Sure makes easy work instead of having to spend heaps of time trying to locate every single crate..
Just one thought, I notice it doesn't pick up missiles if you already full, any chance they could be automatically destroyed instead of leaving them cluttering up the x universe?
Heads over to download new version.. - Thank you Euclid...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Na, even worse with the latest version, ware containers with non-inventory items are left in space.NZ-Wanderer wrote: .....
Just one thought, I notice it doesn't pick up missiles if you already full, any chance they could be automatically destroyed instead of leaving them cluttering up the x universe?
....
Maybe get a freighter every now and then to collect the remaining goodies? Uhh, and go sell your overload of missiles so the AutoLooter can fill you up with new shiny ones
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Yea, might have to do that, gee I got 3 shipyards, I guess I can browse through them and find a nice fast freighter to build for that jobeuclid wrote:Na, even worse with the latest version, ware containers with non-inventory items are left in space.
Maybe get a freighter every now and then to collect the remaining goodies? Uhh, and go sell your overload of missiles so the AutoLooter can fill you up with new shiny ones
Cheers Euclid
Hmm, it's a pity I cannot sell my missiles to my own shipyards...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
euclid,
Great mod, one small request.
Can you have the menu to collect items re-trigger when you do a new scan and not just when you first go into Long Range Scan mode.
When doing active scanning, it would be nice if the mod rechecks for nearby loot every time a new scan is completed. This way one can stay in Long range scan mode and not have to keep exiting and re entering Long Range Scan mode just to trigger the Menu to collect loot.
Great mod, one small request.
Can you have the menu to collect items re-trigger when you do a new scan and not just when you first go into Long Range Scan mode.
When doing active scanning, it would be nice if the mod rechecks for nearby loot every time a new scan is completed. This way one can stay in Long range scan mode and not have to keep exiting and re entering Long Range Scan mode just to trigger the Menu to collect loot.
Hi manpapper & GT500
@ manpapper: All my mod are on Nexus but you will find mods of my mods on other sites like the Steam Worskshop.
@ GT500: That was the original idea but unfortunately firing the LRS is not covered by any event and hence I cannot use it as a trigger.
Cheers Euclid
@ manpapper: All my mod are on Nexus but you will find mods of my mods on other sites like the Steam Worskshop.
@ GT500: That was the original idea but unfortunately firing the LRS is not covered by any event and hence I cannot use it as a trigger.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786