[Script] Freight Transporter Upgrade 1.2 3/10/06
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The fragements left by attack rocks are still debris and not flying wares. A script cannot see debris that the player has targetted. Even if we say target the nearest collectable debris there is still the problem that it might not by a type 20 (which is just collectable fragments) but a mixture of collectable and non collectable.
I'd love the idea of being able to hoover in fragments but at the moment the SE doesn't allow cherry picking.
Okay, we could fudge it but that would mean allowing small non-collectable fragments to be spirited into the cargobay.
Hmm, transporter/tractor beam mobile mining... (It would still take alot of work to implement it well though - ah but think no more collisions and it would be really fast)
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[EDIT] Maybe I could work out a script that both LV and I can use on this, I'll think about this.
I'd love the idea of being able to hoover in fragments but at the moment the SE doesn't allow cherry picking.
Okay, we could fudge it but that would mean allowing small non-collectable fragments to be spirited into the cargobay.
Hmm, transporter/tractor beam mobile mining... (It would still take alot of work to implement it well though - ah but think no more collisions and it would be really fast)
´
[EDIT] Maybe I could work out a script that both LV and I can use on this, I'll think about this.
Yeah, bunny. Thats exactly what I'm suggesting, if possible you could say "hey I don't need no shield when I mine, Scotty does the collecting"
But would be extremely useful. Although I would suggest to limit if possible the range of transporter when beaming 'debris' so not to overload the amount in range. Could say The range is limited because of trageting something so small.
Ask LV, see what they can help with also maybe the prolific Cycrow may have a few ideas. Although from what you were saying
Not necessarially select "transport silicon or ore or nividium to cargo bay, if the whole transport thing is do-able. Then would selectable transport be do-able (this script continues to expand)?
Further suggestions welcomed
But would be extremely useful. Although I would suggest to limit if possible the range of transporter when beaming 'debris' so not to overload the amount in range. Could say The range is limited because of trageting something so small.
Ask LV, see what they can help with also maybe the prolific Cycrow may have a few ideas. Although from what you were saying
But even then you would only beam the collectable bits? but I have no idea how/if X3 changes the debris so you can collect the minerals.bunny wrote: A script cannot see debris that the player has targetted. Even if we say target the nearest collectable debris there is still the problem that it might not by a type 20 (which is just collectable fragments) but a mixture of collectable and non collectable.
Not necessarially select "transport silicon or ore or nividium to cargo bay, if the whole transport thing is do-able. Then would selectable transport be do-able (this script continues to expand)?
Further suggestions welcomed
The idea is straight forward enough - Destroy small debris and add minerals to cargobay. The tricky bit is working out just how much gets added. It should be given a lower yield per fragment than with the more time consuming practise of contact collecting. Anyway; give it a few weeks to see what we have
Cheers
Cheers
see if you can fix the hotkey for me
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Check plugin.lv.beam.box, the findflyingware commands are using THIS as a refobj instead of ship. This bypasses the check code and is probably the cause of the hotkey problem. The command worked from the menu with no problem, making this change also got the hotkey up again.LV wrote:see if you can fix the hotkey for me
(I tested this with a hotwired version of the code to run without the EMP mod)
Cheers
Bunny
Updated to 1.2 (see first post)
Imperial respect to Bunny for fixing the hotkey for me while i can't script
Imperial respect to Bunny for fixing the hotkey for me while i can't script
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
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- Posts: 576
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freight transporter upgrade
can't seem to get this to work ?
have everything else that is needed assigned it a key and got withing 3km of freight pressed key......nothing.
have i missed something
ta
have everything else that is needed assigned it a key and got withing 3km of freight pressed key......nothing.
have i missed something
ta
I was using the hotkey all lastnight with no problem. The only difference in the script is I had four lines of code commented out to get it to run without EMP. Apart from that it is identical.
@chilipalmer
Daft question but I need to check. You have EMP installed, purchased the ware from a dock and have a transporter device installed, right?.
@chilipalmer
Daft question but I need to check. You have EMP installed, purchased the ware from a dock and have a transporter device installed, right?.
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- Posts: 576
- Joined: Wed, 28. Dec 05, 14:09
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- Posts: 576
- Joined: Wed, 28. Dec 05, 14:09