[SCRIPT] Improved Boarding : V1.23 : 30-06-2010

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DrBullwinkle
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Post by DrBullwinkle » Tue, 7. May 13, 05:57

Silent Marauder wrote:when I examine the script file in the "X3 Terran Conflict/scripts" folder
How do you examine those files?

You MUST use an editor made for X3 scripts, such as the in-game Script Editor. A normal text/xml editor will not work. If you want an external editor then use X-Studio Script Editor or Exscriptor. The human-readable portion of X3's script files is just "documentation". The real code is the array of numbers at the bottom.

A normal text editor is fine for other files in the game -- only scripts require a special editor.

Yes, saved games do save the scripts... but your report sounds as though you may have modified the setup file with a text editor?

Cycrow
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Post by Cycrow » Tue, 7. May 13, 09:43

The confusion comes from 2 different versions of EMP. The ids were shifted.

make sure you update the script to 1.23, old versions of scripts use the older version of EMP.

furidiam
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Post by furidiam » Sun, 2. Jun 13, 05:53

is there a version of this that works with AP?

azhaag
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Post by azhaag » Mon, 24. Jun 13, 13:10

Hi. Ive noticed that some people, like me, can´t see the config menu with improved boarding. I have cheat collection package working fine, but I can´t configure the hotkey in the interface menu. I´ve installed all the requeriments and tryed allmost everything, but i cant make it work.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 24. Jun 13, 16:59

azhaag wrote:I can´t configure the hotkey in the interface menu. I´ve installed all the requeriments
Do you have the Hotkey Manager installed?

azhaag
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Post by azhaag » Mon, 24. Jun 13, 20:28

Yes, I have installed Community plugin Configuration, Hotkey Manager and Ware Manager. I can set the hotkey for the Cheat Collection, but i cant with Improved Boarding.

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Post by azhaag » Sat, 29. Jun 13, 02:34

I ´ve tryed everything and nothing works, i can´t see the hotkey choice menú. Is there any way to directly change the script to input a hotkey?

Paingod
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Post by Paingod » Fri, 12. Jul 13, 06:30

I have the weirdest damn bug with this.

I was in Bala Gi's and got a "Protect the Station" mission - which spawned a Carrack. I rubbed my hands together in glee - this was exactly the moment I wanted and had bought this ware just for it.

I used my Hyperion to work down the shields, jumped into a Pirate Centaur with 8 Ion Disruptors and stripped all it's equipment. I brought in my Phantom loaded with Marines and the 48m Boarding Transporter and 21 Marines. I followed all the correct procedures and 21 Marines boarded the ship easily... but at 100% boarding, a ton of marines appeared in space and scattered from the point of origin near the Carrack.

The Carrack couldn't hurt them (just a shield left) and it trundled off to get captured while I collected the marines that spawned. I wasn't sure what they were from, but I didn't want to lose my marines is this was them. It looked like it was.

I finished capping the Carrack and 20 marines stayed on board. 1 Astronaut spawned outside it and I picked it up - just a regular Boron. I collected all the other Marines in space.

Now I started comparing the two - and the Carrack had 20 Marines identical to those on the Phantom. The Phantom had 1 more... so the game had doubled my Marines, right? I don't think so.

I couldn't transfer the marines off the Carrack onto my Phantom, I assumed because they had the same name.

I brought in my Hyperion and tried to move one to it from the Carrack, and it appeared to - but stayed on board the Carrack as well - so my Hyperion had a clone of the Carrack's marine now, which was a clone of my Phantom's marine ... I checked the Phantom and the marine I moved off the Carrack was gone. Somehow, in moving the Marine off the Carrack, I actually shifted it from the Phantom to my Hyperion.

To test my sanity, I made sure I had the Carrack selected and moved another - and it appeared to stay on the Carrack but vanished from my Phantom and appeared on my Hyperion.

Friggin weird. I'm not sure what to do with this - I love the boarding script idea, but can't use it if it's going to fill my captured ships with ghosts of the marines that captured it.

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DrBullwinkle
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Post by DrBullwinkle » Fri, 12. Jul 13, 10:40

I have long suspected that the Boarding Transporter can create duplicate marines -- like one of Scotty's transporter malfunctions on Star Trek.

It does not happen often, nor can I find the circumstances that cause it to happen.

If you (or anyone) can find a set of circumstances that reliably reproduces the behavior, then I can fix it (probably).

Paingod
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Post by Paingod » Fri, 12. Jul 13, 14:52

This was my first use of the Boarding Transporter. Sounds like terrible luck if it happened to me then and there.

I'll try it again on a smaller target and report the results (tonight).

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DrBullwinkle
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Post by DrBullwinkle » Fri, 12. Jul 13, 18:40

Yeah, I use the Boarding Transporter quite a bit, and have only noticed duplicate marines twice. Ever.

Make a habit of saving before you begin a Boarding Op. If it happens again, then perhaps we can track down the cause.

Paingod
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Post by Paingod » Mon, 15. Jul 13, 04:11

I always make a save before I board, and another when I get through the hull, and another after the capture.

It turns out the Marines on the Carrack are the "real" Marines - despite the fact that I can't move them off or use them for anything. They *do* keep the ship fully repaired (thanks to your Marine Training & Repair mod). I simply can't take them off under any circumstance.

I finally tried selling the Carrack and the 20 marines evaporated from the Akurai I had them stationed on at the time of sale. If I put them in Training first, I end up with 20 blank 'Recall' spaces.

So ... the bug created clones on the transporting ship that I *could* shuffle around and sent the originals to the Carrack, where I couldn't remove them afterwards.

I've captured a few ships since this - including another Carrack - with the clones, so they've been in and out of the Transporter over and over, but they still disappeared when I sold the ship they were "really" sitting on. I'm not sure what to do. I can't have a useless Carrack sitting around forever and I don't want to discard 20 well trained Marines (including 4 with 100 combat/very high other stats).

I'll probably clump up the 20 and attempt to capture a Xenon Q with them since they're dead anyway... or just park the Carrack in some remote Equipment Dock and hide it from my inventory list so I don't see it anymore and pretend everything's fine.

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DrBullwinkle
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Post by DrBullwinkle » Mon, 15. Jul 13, 04:19

Paingod wrote:I always make a save before I board
Good. Restore that and you will be all set.

I am more interested in the events that lead to the duplication. That is what we are trying to track down.

billw
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Post by billw » Wed, 4. Sep 13, 22:57

This mod is awesome obviously, but I have a bit of a problem (not major I can live with it but annoying): I can't seem to cap the Aran you find in UFJD sectors. I shoot it with my repair laser until it beeps as enemy, then jump back in my ship and use Piracy->Board ship, but it doesn't appear in the list and I can't select it under "Select Ship..." option.

I am also using XRM and a host of other scipts but as far as I know non of them alter boarding. I even tried disabling Improved Boarding in Plugin Manager Lite, but still no luck. Under Piracy->Board ship it still said "Cycrow blah blah" even after disabling mod. Is this right? I thought boarding was made by egosoft...

FYI I am using Bulwinkle version.

UGH never mind apparently there are a bunch of other possible reasons why it won't show up that theres no possible way to know without googling the exact right phrase: http://forum.egosoft.com/viewtopic.php?t=330869

Sigh, in the end the only way I could get this to work was to change the Aran to a race that I had bad relations with. The Aran didn't stay as an enemy after I attacked it (verified via script commands). Maybe that is something to do with a mod/script I am running..

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DrBullwinkle
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Post by DrBullwinkle » Thu, 5. Sep 13, 01:57

Improved Boarding works by hotkeys. Not from the Piracy menu.

d_ka
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Post by d_ka » Thu, 5. Sep 13, 08:15

I happend to have experienced the same bug as Paingod, it seems, playing XRM.
I boarded a Pirate Centaur in HellForge ( i had 15 marines on board of my Wolf, iirc ). Then i´ve collected all the marines in space, using Toucan TP ( one of them appeared to be a "passenger", though, when trying to transfer him to another ship, i showed "stars" ).
Then i tried to sort my marines, after they´ve repaired the capped Centaur.
I could transfer them from and to Wolf <-> Toucan, but i couldn´t move them from the Centaur. I noticed then the doubling effect ( luckily, Paranid names are short, and easy to remember ). I needed the Centaur for some mine towing actions, so i didn´t sell it right away, and when i was boarding a Boron Thresher recently, in the property menu where you can see your marines fighting, i noticed the those "doubled" marines seemed to participate in the boarding operation.
Now, i´ve found out, that i could transfer marines from Elefant to my Split M2, and the doubliing effect occured with some of them ( obviously those i´ve picked up in space in HellForge, but then i´ve transfered them back, and when i tried this again, the doubling effect dissapeared.
So, the only doubled marines i still have are those on the Centaur. Since the Centaur has only place for 8 marines, and it was full, so i couldn´t transfer them back and forth, that seems to me a problem. Gonna sell it, and if the marines dissapear, i´ll have to cheat me some instead, or i´ll just live with the fact they´re gone ( kind of MIA ).

@Dr.B: Note, i haven´t ugraded your boarding tool to the latest version, since my game seemed to be stable, so i must have the one before you included the spacewalking marines repairing ships, i think :?:

Edit: i´ve possibly should have posted this iny your marines thread, Dr.B.

d_ka
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Post by d_ka » Tue, 10. Sep 13, 22:53

Hm, another boarding and another transporter bug. This time i could transfer my marines from a captured corvette back to my frigate, but there were their dublicates floating in space. I left them in space, hoping they´d dissapear after a while, and they did, as my original all "commando" 5 star marines from my personal ship. MIA is ok for some coincidence, but this seems to become a rule, rather then exception.
I never had this before the 3.0 upgrade, and i have a feeling there´s smth. wrong with my install, or with the upgrade as such. So, no boarding anymore till the problem gets fixed....

Report end.

Sirrobert
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Post by Sirrobert » Wed, 2. Oct 13, 00:54

So I installed this on AP, and the AL options and plugin manager options are there, but not the hotkeys.
Did I miss something?

VaporSnake
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Post by VaporSnake » Fri, 29. Nov 13, 08:06

Is there any way to edit the range of the Boarding Transporter Extension? I find the 1km range pretty ridiculous considering that even the transporter device and docking computer functions at 5km.

Altair4
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Post by Altair4 » Mon, 23. Dec 13, 22:00

Sorry for the noob question, but is there a way to change how much the boarding transporter costs?

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