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| Make Ansi - SysOp Script http://classictw.com/viewtopic.php?f=15&t=32686 |
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| Author: | Vid Kid [ Tue Jan 10, 2012 7:21 am ] |
| Post subject: | Make Ansi - SysOp Script |
This is a replacement for the last Make Ansi script for SysOps who want to provide extra in game info for their players. I caught a couple of things in this script I didn't like , while banging and setting up a bunch of new games today. So I decided to post an update to one script I had already distributed in a SysOp pack for TWGS 2.16+ Catching these small things would be faster and easier if people would give feedback to the things they try out. Although I do catch them myself .. it would be nice to know others did too. Attachment:
File comment: Update to one of the SysOp pack scripts. Downloaded 860 times |
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| Author: | Runaway Proton [ Tue Jan 10, 2012 4:40 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
While the tournament has been going on, I haven't really been keeping up well with my V2 server. I expect to be banging some new material here soon. RP |
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| Author: | Helix [ Wed Jan 11, 2012 6:56 am ] |
| Post subject: | Re: Make Ansi - SysOp Script |
Vid, I spoke too soon. I tested it out and its wonderful work. What I ran into was having to start the script and after answering the questions (including the game letter) I still had to enter the correct game letter to start the script. After that it was zoom and done. I ran it on the subzero v2.xx twa and will export it again with the info files. Thanks for a great tool. H |
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| Author: | Havok [ Sun Feb 19, 2012 9:30 am ] |
| Post subject: | Re: Make Ansi - SysOp Script |
Vid Kid wrote: Attachment: So_ProMakeAnsi.zip Found it, but how do you run this script for every game? Thanks before hand. Havok |
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| Author: | Helix [ Sun Feb 19, 2012 12:17 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
One of the scripts I use every game is Lonestar's Ship Manifest, SO make ansi breaks it, its the formatting changes. Code: LoneStar's Ship Manifest v1.0 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ship Name TPW Holds Fighters Shields OFF/DEF MAXATK FOT RAN WARP LRS ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ *** Life Source *** p: s:1,0 s:1,0 :0 :4 1 s: e: e: n:Y Stand ard Issue p: 1 s:8,0 s:4,0 :1 :1 7 s: e: e: n:Y Scout p: s:2 s:1,0 :2 :2 2 s: e: e:Y n:Y Missi le Barrage p: s:25, s:12,0 :1 :3 20 s:Y e: e: n:Y BattleStar p: s:25, s:16,0 :2 :2 30 s:Y e: e: n:Y Corporate Battl eStation p: 2 s:65,0 s:16,0 :1 :2 60 s:Y e: e:Y n:Y Colonial Trader p: 2 s:2,5 s:1,0 :0 :2 2 s: e: e:Y n:Y CargoTran p: 1 s:8 s:4,0 :0 :0 1 s: e: e: n:Y Merchant Freighter p: s:6 s:1,0 :0 :1 1 s: e: e: n:Y Imper ial StarTrader p: 2 s:140,0 s:12,0 :2 :2 150 s:Y e: e:Y n:Y Havoc GunStar p: s:15, s:4,5 :1 :1 15 s:Y e: e:Y n:Y StarM aster p: s:6,5 s:2,0 :1 :1 10 s: e: e: n:Y Constellat ion p: s:5,0 s:3,0 :1 :1 20 s: e: e: n:Y T'Khasi Orion p: s:7 s:7 :1 :1 2 s: e: e: n:Y Homeland Defender p: s:25, s:16,0 :1 :8 8 s: e: e: n:Y Taurean Mule p: 2 s:1 s:2 :0 :3 1 s: e: e:Y n:Y Interdictor Menace p: s:135 s:8,0 :1 :2 200 s: e: e: n:Y Imper ial StarTrader Elite p: s:1,0 s:1,0 :0 :4 1 s: e: e: n:Y Unde rground Trader p: 2 s:20,0 s:16,0 :1 :3 25 s: e: e:Y n:Y StarSystem X p: 1 s:10,0 s:8,0 :1 :3 2 s: e: e:Y n:Y Mission E-Recon p: 1 s:11,0 s:10,0 :1 :3 5 s: e: e:Y n:Y Last-Request p: 2 s:195,0 s:16,0 :3 :3 250 s:Y e: e:Y n:Y RedRum p: 2 s:255,0 s:16,0 :4 :3 250 s:Y e: e:Y n:Y Hard Line p: s:380 s:16,0 :1 :1 350 s:Y e: e: n:Y ÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ This is the same info using the original format Code: LoneStar's Ship Manifest v1.0 ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Ship Name TPW Holds Fighters Shields OFF/DEF MAXATK FOT RAN WARP LRS ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ *** Life Source *** 3 5 1,000 1,000 0.8 4.0 100 No 0 No Yes Standard Issue 2 175 8,000 4,000 1.0 1.5 750 No 5 Yes Yes Scout 2 25 250 1,000 2.0 2.0 250 No 0 Yes Yes Missile Barrage 3 60 25,000 12,000 1.3 3.3 2000 Yes 20 No Yes BattleStar 2 80 25,000 16,000 2.0 2.5 3000 Yes 8 No Yes Corporate BattleStation 3 200 65,000 16,000 1.2 2.7 6000 Yes 20 Yes Y es Colonial Trader 2 255 2,500 1,000 0.6 2.2 250 No 30 Yes Yes CargoTran 4 165 800 4,000 0.8 0.8 125 No 5 No Yes Merchant Freighter 2 95 600 1,000 0.8 1.2 100 No 5 No Yes Imperial StarTrader 1 200 140,000 12,000 2.0 2.7 15000 Yes 30 Yes Yes Havoc GunStar 3 65 15,000 4,500 1.2 1.2 1500 Yes 6 Yes Yes StarMaster 3 80 6,500 2,000 1.4 1.4 1000 No 3 No Yes Constellation 3 80 5,000 3,000 1.4 1.4 2000 No 6 No Yes T'Khasi Orion 2 60 750 750 1.1 1.1 250 No 3 No Yes Homeland Defender 4 50 25,000 16,000 1.0 8.0 800 No 3 No Yes Taurean Mule 4 250 150 200 0.5 3.0 125 No 5 Yes Yes Interdictor Menace 5 40 135,000 8,000 1.7 2.3 20000 No 20 No Yes Imperial StarTrader Elite 3 5 1,000 1,000 0.8 4.0 100 No 0 No Yes Underground Trader 1 250 20,000 16,000 1.3 3.8 2500 No 20 Yes Yes StarSystem X 2 140 10,000 8,000 1.3 3.0 250 No 20 Yes Yes Mission E-Recon 2 140 11,000 10,000 1.3 3.0 500 No 20 Yes Yes Last-Request 2 225 195,000 16,000 3.0 3.8 25000 Yes 40 Yes Yes RedRum 1 230 255,000 16,000 4.1 3.8 25000 Yes 80 Yes Yes Hard Line 4 80 380,000 16,000 1.0 1.5 35000 Yes 20 No Yes ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ |
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| Author: | T0yman [ Sun Feb 19, 2012 12:52 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
Here is a fixed version for TWGS v2+, not sure if it will work with ProAnsi, but John made a lot of changes in that area and choked scripts that require that info. We are fixing them as we go. If you find more that are having problems please post the script name and we can fix it. But I / We can't fix if we don't know. Attachment: Attachment: LS_Manifest.JPG [ 84.79 KiB | Viewed 14235 times ] |
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| Author: | Helix [ Sun Feb 19, 2012 1:10 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
Does it only work with games that have had SO_ANSI run on them? H |
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| Author: | T0yman [ Sun Feb 19, 2012 1:19 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
Helix wrote: Does it only work with games that have had SO_ANSI run on them? H I fixed it to work on games that don't have SO_ANSI, It is to hard to try and script something that gets it's info from another script. To many people make changes in other scripts but from what I can tell it mimics the format.... test and let me know. I verified data on Ice9 since I know the game I am testing in does not have anything additional running. EDIT: I tested on my server that has had SO_ANSI ran on it and yes it works fine for both with and without that script having been used on it. If you find something screwy I am sure we could work it out though. EDIT: If you ran it prior to using the updated version you will need to delete the text file that it writes so it will reread the data. |
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| Author: | Helix [ Sun Feb 19, 2012 1:46 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
It works great on a v2.18b server (mine) I ran SO_ANSI in both the subzero game a and hell on earth game B and the format is very readable. Thanks for that. H |
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| Author: | John Pritchett [ Tue Feb 21, 2012 3:42 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
I missed this thread before. I just wanted to explain why that data changed in the game. The columns for the ; output and computer ship display were too short for the full range of ship costs. I shifted the columns to make room for the full value. The problem was, if a cost was too large, it was truncated and would appear to be a lower cost, giving the player incorrect information. The new formatting fixed that bug. Sorry for the inconvenience, but this was one of those rare cases where an established output format needed to change to address a bug. |
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| Author: | T0yman [ Tue Feb 21, 2012 3:59 pm ] |
| Post subject: | Re: Make Ansi - SysOp Script |
John Pritchett wrote: I missed this thread before. I just wanted to explain why that data changed in the game. The columns for the ; output and computer ship display were too short for the full range of ship costs. I shifted the columns to make room for the full value. The problem was, if a cost was too large, it was truncated and would appear to be a lower cost, giving the player incorrect information. The new formatting fixed that bug. Sorry for the inconvenience, but this was one of those rare cases where an established output format needed to change to address a bug. Understood, and mombot has been corrected to work with this new data format. |
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| Author: | T0yman [ Wed Jun 06, 2012 7:27 am ] |
| Post subject: | Re: Make Ansi - SysOp Script |
In the version I posted a while back I missed a striptext and it was not grabbing the Offensive Odds correctly, this version is fixed for both 1.03 and v2+. Attachment: |
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| Author: | Micro [ Wed Jun 19, 2013 12:47 pm ] | ||
| Post subject: | Re: Make Ansi - SysOp Script | ||
I have been playing around with Lonestar's ship manifest script, and I noticed a few bugs that I fixed. Then I added a few columns that I was interested in: Ship Cost, Initial Holds, and Genesis Torpedos. Unfortunately, it is now wider than 80 columns, and I don't see any way to change the display width in swath.
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