[SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)

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xfir01
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[SCRIPT] Bail Signal Extension: Higher Chance & Big Ship Bailing 2.1 (8/18/07)

Post by xfir01 » Fri, 17. Aug 07, 12:08

Bail Signal Extension 2.1

--Download--

Original script by voxol
Thanks to B-O'F for Numeric Entry and other library scripts


Requirements: Cycrow's Salvage Claim Software - Available at Teladi Equipment Docks (required to claim big ships).

Note: if you're upgrading from 1.x you should uninstall it before installing 2.x


Description:
With this plugin big ships will now bail and there is generally a higher probability of a ship's crew bailing.

The benefit of Bail Signal Extension is that it is simple in function and transparent in operation, adds NPC vs. NPC bailing, and modifies the stock implementation as little as possible to achieve the desired effect. For a comprehensive 'first-person' capping experience I would suggest Unicap; for something more like a 'fix' to the stock method, try Bail Signal Extension...

As always, suggestions for improvements are most welcome.
New in 2.0:

High level of configuration and new menu
Changes to Huge ship bailing: they won't bail above 50% hull
ship cloning
equipment damage fixed (apologies to all of you that were making a living selling off aHEPTs)
new and exciting bugs


Menu system
To access the menu you need to assign a hotkey. Then just hit the key and you'll receive an incoming message. Most of the settings should be self explanatory.

couple of terms that might be confusing:

Bail rate: the chance the pilot will bail and leave a salvageable hull.
Explode rate: how often the ship will prematurely explode, this is calculated independently of bail rate.

These 2 are separate functions in 2.0, i.e. a ship can have a chance to explode without having a chance to bail, and vice versa.

Changelog:

2.1
fixed ship explosions
added in option for player ship bailing in additional options


Known issues:
Bailing ships shift position slightly. This is caused by the create ship/set position commands not having enough precision. I changed the way ships bail to destroy the first ship and make a copy of it for the salvage. This was done as a catch-all for groups of ships idling after their leader gets killed. Might go back to the old way of doing things, but right now I'm thinking one of these bugs might have to be a "feature" unless I can figure out a way to reliably send SIGNAL_KILLED or set the ship position with some higher precision in the script editor.
Last edited by xfir01 on Sat, 18. Aug 07, 18:39, edited 1 time in total.

Kilrathi Avenger
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Post by Kilrathi Avenger » Fri, 17. Aug 07, 12:22

Could you please change the name of the SPK file to something alittle more original than "2.0" maybe "Bail Signal Extension 2.0" I have changed mine but it should be a bit more informative. :lol:

P.S. Thanks to voxol for creating this script.

P.P.S. Thanks to Xfir01 tacking over and continuing the advancement of voxol's idea
"As I slide down the banister of life;
my job is just another splinter in the bum"

xfir01
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Post by xfir01 » Fri, 17. Aug 07, 12:46

Kilrathi Avenger wrote:Could you please change the name of the SPK file to something alittle more original than "2.0"
What? vague and uninformative descriptions aren't good enough for you?

Fine. File renamed to BSE2.0.spk. But I'm not getting any more descriptive than that! :P

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Post by Kilrathi Avenger » Fri, 17. Aug 07, 12:47

Cheers :lol: :lol:
"As I slide down the banister of life;
my job is just another splinter in the bum"

voxol
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Post by voxol » Fri, 17. Aug 07, 13:45

Perhaps to make the position shifting seem less obvious you could move them to the new position *before* destroying, then destroy and recreate in that same position.
'If you want to make a little money, write a book. If you want to make a lot of money, create a religion'
-- L. Ron Hubbard

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Hansaw
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Post by Hansaw » Fri, 17. Aug 07, 15:19

Cannot seem to download the 2.0b2 version?

I can only seem to get the 2.0 version.

Stay safe!

Hansaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells

matches
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Post by matches » Fri, 17. Aug 07, 18:38

Thanks xfir01 & voxol! This script is a blessing! Been using it since v1.8, making a living off capped ships..........CHEERS! :D
"Didn't your mother ever tell you not to play with matches?"



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RLHDLW
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Post by RLHDLW » Fri, 17. Aug 07, 19:34

Does this work with German X3 + XTM?

I have assigned a hotkey to the bail extension menu, but all I get as a message when hitting the hotkey is ReadText 7420-1 and an OK button that propels me back into the game.
Something wrong with my language setting? Do I have to allow Cycrow's installer creating German laguage files?
RLHDLW
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Marodeur
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Post by Marodeur » Fri, 17. Aug 07, 22:22

There are only t-files starting with 44 included. So yes you need german t-files (49).

xfir01
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Post by xfir01 » Fri, 17. Aug 07, 23:02

I think if you rename the 44xxxx files included to 49xxxx.xml the messages will show up. They'll be in english, but they should work.

Lapo
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Post by Lapo » Sat, 18. Aug 07, 00:42

I think I found a bug. After setting the explosion rate of the small ships to 99% I had 99% succesful caps and no explosions. (not that I miss them :P )
The bail rate was set at 30% the entire time.

xfir01
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Post by xfir01 » Sat, 18. Aug 07, 07:30

Huh. If you've still got it set up that way could you do me a favor and run a debug report (additional options menu) and then copy/paste the results from the logfile?

Lapo
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Post by Lapo » Sat, 18. Aug 07, 16:12

Sure, here it is. I went back to normal (30, 30), but after setting it again at 99% explosion rates, this is the result.

Current version of the script is 2.0
30% explosion rate bugreport
bail.rate 0, -6000, 42
bail.cond 5, 5000, 48
explode.rate -43, -2143, 36
equip.dam 80, 1000, 5
bail.rate.h 0, -6000, 87
bail.cond.h 10, -1, 100
explode.rate.h -113, 1142, 10
equip.dam.h 80, 1000, 5
Options: 1, null, null, null, null
Options2: null, null, null, null,null




99% explosion rate bugreport
bail.rate 0, -6000, 42
bail.cond 5, 5000, 48
explode.rate 182, -36129, 164
equip.dam 80, 1000, 5
bail.rate.h 0, -6000, 87
bail.cond.h 10, -1, 100
explode.rate.h -113, 1142, 10
equip.dam.h 80, 1000, 5
Options: 1, null, null, null, null
Options2: null, null, null, null,null

Come to think about it, I never had any exploding ships since installing 2.0b1.

russbo
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Post by russbo » Sun, 19. Aug 07, 11:50

The 2.1 spk file seems to be corrupted, it doesnt work. Hope you don't expect us to, oh, add scripts and t files now, LOL. That's so medieval...

Looking forward to trying your new version. Voxol's original ones seemed to work well.

Lapo
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Post by Lapo » Sun, 19. Aug 07, 16:54

The .spk worked for me...

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RLHDLW
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Post by RLHDLW » Sun, 19. Aug 07, 23:03

xfir01 wrote:I think if you rename the 44xxxx files included to 49xxxx.xml the messages will show up. They'll be in english, but they should work.
Thanks. Thinking about it, I converted the whole game to English (44) language using Cycrow's Installer setup wizard. Solved a few other ReadText file problems as well.
RLHDLW
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xfir01
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Post by xfir01 » Sun, 19. Aug 07, 23:18

russbo wrote:The 2.1 spk file seems to be corrupted, it doesnt work.
Works fine for me too. You using the 2.0 version of the plugin manager?
Hope you don't expect us to, oh, add scripts and t files now, LOL. That's so medieval...
It's also guaranteed to work.

eldyran
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Post by eldyran » Mon, 20. Aug 07, 00:13

I'm currently using 2.12 of Cycrow's Script Installer and I'm encountering the same issue with 2.1. I'm not overly worried as I don't expect to base my entire game around it. Thanks for the hard work!
"Maybe this Karen Stringer is a hard-ass cop and she's gonna beat info out of us." - Yisha Tarren

xfir01
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Post by xfir01 » Mon, 20. Aug 07, 06:52

Ok. What error message is it giving?

aka1nas
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Post by aka1nas » Mon, 20. Aug 07, 08:41

I probably set the bail rate too high(I was playing around with Big Ship at 98%), but I keep ending up with bailed Khaak Destroyers lying around with 0% hull(they have exactly 0 hull points).

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