Community Script & Mod Download Library for X3

The place to discuss scripting and game modifications for X³: Reunion.

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Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Thu, 8. May 08, 18:16

Condense a gazillion of little asteroidlets into one nice and useful big asteroid.

A similiar script already existed but this one is animated. You can watch the asteroids move around in the sector. =)

Code: Select all

Ship Commands and Other Scripts

[url=http://forum.egosoft.com/viewtopic.php?t=206231]Condense Asteroids by Gazz[/url] 

Textfiles:
7045 Condense Asteroids by Gazz

<t id="656">COMMAND_TYPE_PIRACY_56</t> - Condense Asteroids by Gazz 

Added jlehtone (but ignored id=531)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Sat, 10. May 08, 16:47

Sorry. I fail at copy&paste. =/

Thanks for correcting it.


Here is just another library script. (without complicated features like command slots =)
It returns the bullet speeds of all lasers as an array.

Code: Select all

Utility Scripts to be Used by Other Scripters 

[url=http://forum.egosoft.com/viewtopic.php?t=206542]get bullet speeds[/url] by Gazz

Added jlehtone
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

Bedwyr
Posts: 66
Joined: Wed, 11. Jan 06, 19:49
x3

Post by Bedwyr » Tue, 20. May 08, 03:02

Be it known: I searched first.


What the heck does "AL Plugin" mean? Could that acronym be spelled out on the first post so I know what you're talking about? It would really help make things clearer. Thanks much!

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apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Tue, 20. May 08, 03:05

AL = Artificial Life.

There is a config menu for such plugins in the options area inside the game where you can turn them on or off.

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Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 23. May 08, 18:13

A turret script that actually does hit the broad side of a barn.

Code: Select all

Combat Scripts 

[url=http://forum.egosoft.com/viewtopic.php?t=207095]MARS Fire Control[/url] by Gazz

Textfiles:
7046 MARS Fire Control by Gazz
7047 MARS Fire Control (config) by Gazz

<t id="946">COMMAND_TYPE_TURRET_46</t> - MARS Defense by Gazz 
<t id="947">COMMAND_TYPE_TURRET_47</t> - MARS Standby by Gazz 
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

jlehtone
Posts: 21808
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone » Sat, 24. May 08, 19:08

MARS added.

(Added Lucike's EST as well, as it was somehow missing and the infamous Extra Search was "extra non-co-operative".)

reinhart_menken
Posts: 229
Joined: Sat, 27. Jan 07, 05:23

Post by reinhart_menken » Tue, 27. May 08, 10:20

Heya, here's a script that would allow pirates to buy any wares that are produced in stations as if they had legal and appropriate standing with that race - provided that they pay the hefty fee from pirate black market syndicates. Just want to put this script into the index so maybe it'll be easier to find =/

Code: Select all

[url=http://forum.egosoft.com/viewtopic.php?t=207439]Black Market Goods Acquisition Service by Reinhart Menken[/url]

Textfile: 
7006 - Black Market Goods Acquisition Service by Reinhart Menken

28;0;0;0;0;312;12363;0;65735;1;1;0;65735;10000;0;0;SS_WARE_SW_CUSTOM12_12 1,840,580 credits

Pirate Network Communication Device by Reinhart Menken

<t id="651">COMMAND_TYPE_PIRACY_51</t> : Black Market Goods Acuisition Service

7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s » Thu, 29. May 08, 03:36

Could you please move 'Improved Kha'ak by 7ate9tin11s ' out of station/trade management scripts and into AL Plugins. While it does build Kha'ak stations, destroy all other stations, and interferes with trade I think it is more appropriate in the AL plugins section :lol:

Thanks!


Done to here jlehtone

korny77
Posts: 10
Joined: Mon, 19. Jun 06, 22:11
x3

Post by korny77 » Wed, 4. Jun 08, 23:13

can anyone tell me were to find a object finder script or something like that.

something that allows me to know for example...were i can find some pirate nova raiders to cap...not wr i can buy.

thanx

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Mani_
Posts: 1865
Joined: Thu, 14. Oct 04, 14:48
x2

Post by Mani_ » Thu, 5. Jun 08, 10:01

korny77, Scorp Map allows you to do that.

Download, install, go to the handling->interface, and put a key responsible for finding ships in the galaxy.
http://forum.xudb.pl/index.php - ciekawskich zapraszam

korny77
Posts: 10
Joined: Mon, 19. Jun 06, 22:11
x3

Post by korny77 » Fri, 6. Jun 08, 00:14

thankx mani

Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter » Thu, 12. Jun 08, 21:35

By request of some people of this forum, a no trash BBS mod update to version 2.5
The old version was interfering with some script editor commands, and gave readtext errors on them, as well as the upload stats button.

Code: Select all

[url=http://forum.egosoft.com/viewtopic.php?p=2480231#2480231]No trash BBS v2.5[/url]
The file itself is an edit to the 440001 file, but I get the feeling I dont need to say it uses that text file.


Added jlehtone

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apricotslice
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Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Fri, 13. Jun 08, 01:34

The file itself is an edit to the 440001 file,
While I applaud the effort, isnt direct editing the 440001 file violating the modding code ?

I would suggest that the file should be copied to a unique 44???? instead. And all entries that are not changed removed, so that only changed entries are in the mod.

This mod, applied after any false patch, could negate any changes made in the false patches.

Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter » Fri, 13. Jun 08, 03:25

The whole point of the mod is to remove the 'trash', the static bbs messages that are in the xx001 file. This mod removes those trash bbs entries, while editing nothing else.

It would be impossible to change it to a unique xx???? file, because this would not work if you did.

Trust me, this mod works fine, I have used it for the last few years with no problems.

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apricotslice
Posts: 14129
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice » Fri, 13. Jun 08, 03:32

It would be impossible to change it to a unique xx???? file, because this would not work if you did.
Replace them instead.

I'm sure if you asked, plenty of people would post very creative messages they would like to see on the BBS, including some really useful ones.

My question remains for the community at large to ponder. Is directly modding the 440001 file violating the modding code ? Or is this an example of an exception ?

Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter » Fri, 13. Jun 08, 06:02

Considering this mod has been around ever since x3 came around, and I think there is one for x2 as well... I dont think this is that big of a problem :P

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Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Thu, 26. Jun 08, 20:04

A very simple script to save / recall your current target.

Code: Select all

Combat Scripts 

[url=http://forum.egosoft.com/viewtopic.php?t=209488]Target Lock Hotkey[/url] by Gazz

No textfile or command slot used.
Please add it to the list. Thank you!


Added, jlehtone
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 27. Jun 08, 18:21

This can be used as a template to create hotkeys with a double or triple click function.
Hotkeys are popping up left and right when you install some scripts but if several functions (say, for one object) are logically grouped on the same key the script becomes easier to use because there are fewer controls to remember.

Code: Select all

Utility Scripts to be Used by Other Scripters 

[url=http://forum.egosoft.com/viewtopic.php?t=209488]Hotkeys with doubleclick / tripleclick[/url] by Gazz
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Sat, 28. Jun 08, 14:49

A simple Turret On/Off switch.
While Klyith had written one long ago, this version here works with all current and future turret scripts and cannot crash attempting to restart a script that doesn't exist.

Code: Select all

Combat Scripts 

[url=http://forum.egosoft.com/viewtopic.php?t=209636]Turret On/Off Hotkey[/url] by Gazz

No textfile or command slot used.
Please add it to the list. Thank you!

both added LV
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Sun, 29. Jun 08, 15:53

I added another command to my script.
It's getting messy in the command list but I can't help it. =)

Code: Select all

<t id="1251">COMMAND_TYPE_SHIP_51</t> - Camoflauge Device ST by Blacky_BPG [color=yellow](Possible Conflict)[/color] collect wares, Warecollector by BEF & Rocket Cruiser by SuperVegeta [color=yellow](Possible Conflict)[/color] MARS Cargo Collect by Gazz
Please add it when convenient.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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