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Team SDT Script
https://mail.black-squirrel.com/viewtopic.php?f=15&t=33892
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Author:  lmstr [ Thu Mar 21, 2013 5:39 pm ]
Post subject:  Team SDT Script

Looking for a TWX Script that I can share with a friend so we can start it off and let it run till we run out of FURBs... I think I used to have one, or maybe it used to be in the scripts provided with TWX? Either way I can't find it or I'm partially blind.

ideally it would complete SDT between port A and B, then when u bust wait in the non-bust port and send a trigger to player B who would script with the busted port and the 3rd port until bust, at which time the trigger would signal player A to restart. Clearing each others busts.

Anyone point me in the right direction?

Author:  T0yman [ Thu Mar 21, 2013 5:54 pm ]
Post subject:  Re: Team SDT Script

lmstr wrote:
Looking for a TWX Script that I can share with a friend so we can start it off and let it run till we run out of FURBs... I think I used to have one, or maybe it used to be in the scripts provided with TWX? Either way I can't find it or I'm partially blind.

ideally it would complete SDT between port A and B, then when u bust wait in the non-bust port and send a trigger to player B who would script with the busted port and the 3rd port until bust, at which time the trigger would signal player A to restart. Clearing each others busts.

Anyone point me in the right direction?

http://www.tw2002.info/files/scripts/RammaR_Script_Pack.zip

Author:  Crosby [ Thu Mar 21, 2013 7:49 pm ]
Post subject:  Re: Team SDT Script

Yeah, you want RammaR's team sdt excellent script!

There is some setup, however. I think you need to
have a sitter ship for each red. The script is very
adaptable iirc.

Author:  lmstr [ Thu Mar 21, 2013 8:11 pm ]
Post subject:  Re: Team SDT Script

yeah I was trying to get it work...a sitter ship as in a backup ship outside of the 3 CT's right? I try to set it up and it just stops at the start...single solo red works for both...and it never asks me for the ship xporter locs

Author:  Crosby [ Fri Mar 22, 2013 12:42 am ]
Post subject:  Re: Team SDT Script

Ok, so you're running the 2 Reds in 3 sectors, right?

So you need two reds, in sitter/starting ships within
range of the cashing ships. The cashing ships, usually
colts, are in three separate sectors, each under an SxB
port, all within range of the sitting sector. Each sector
needs a planet on which to Dump.

I'm assuming you have the steal factor in ok, if you're
running the 1 red w/o problems. I don't think I've ever
used xport passwords..maybe that's:
9 - X-porter Verification - Disabled

Am I missing something? You have to have visited each
sector prior to startup...twx needs to 'see' the port.

Author:  lmstr [ Fri Mar 22, 2013 11:40 am ]
Post subject:  Re: Team SDT Script

Yeah the single ship red works perfectly, The two ship one does nothing...setting it up on two computers next to each other...both computers work for the single red.

The reason I think something is wrong with the 2 red version is that it never asks for sectors or ship numbers for the CTs, while in the solo version you have to set those.

Why would they need to be SXB vice just XXB?

More help desired! - both players are on the same subspace circuit cause I get the bust info when I ran it manually.

Author:  Helix [ Fri Mar 22, 2013 11:47 am ]
Post subject:  Re: Team SDT Script

sxb so the blue can get fuel for furbing

Author:  lmstr [ Fri Mar 22, 2013 12:11 pm ]
Post subject:  Re: Team SDT Script

So the script doesnt mention anything about a blue, I was planning on pre-furbing with one red, is that not an option with this script?

Author:  Helix [ Fri Mar 22, 2013 12:50 pm ]
Post subject:  Re: Team SDT Script

lmstr wrote:
So the script doesnt mention anything about a blue, I was planning on pre-furbing with one red, is that not an option with this script?

I have always used 1 blue, 2 or 3 reds.

there is another set of SDT scripts in the traitor pack

http://www.tw2002.info/files/Scripts/Tr ... t_Pack.zip

Author:  lmstr [ Mon Apr 01, 2013 11:08 am ]
Post subject:  Re: Team SDT Script

Still no luck getting Ram's team SDT to work, and the link you gave Helix doesn't have an SDT script in it, unless its named something weird.

I've been using the single player version of Ram's SDT...which means after the end of each run the busted has to xport to the non-bust ship and then the other player uses the recent bust ship as the 2nd ship and repeats...

It even will self furb if the furbs are in sector...so its not a blue furb issue for getting the 2 red versions to work.

Author:  T0yman [ Mon Apr 01, 2013 12:56 pm ]
Post subject:  Re: Team SDT Script

Here is the one I have used for years.
Attachment:
Ram_Team-SDT.cts [280.41 KiB]
Downloaded 673 times

Author:  lmstr [ Mon Apr 01, 2013 1:26 pm ]
Post subject:  Re: Team SDT Script

I'll give it another try today I guess...maybe the version I was using was no good.

Author:  Helix [ Mon Apr 01, 2013 1:27 pm ]
Post subject:  Re: Team SDT Script

lmstr wrote:
Still no luck getting Ram's team SDT to work, and the link you gave Helix doesn't have an SDT script in it, unless its named something weird.

I've been using the single player version of Ram's SDT...which means after the end of each run the busted has to xport to the non-bust ship and then the other player uses the recent bust ship as the 2nd ship and repeats...

It even will self furb if the furbs are in sector...so its not a blue furb issue for getting the 2 red versions to work.

I apologize, it wasn't in the pack, I will fix that. For now try this if you want

https://dl.dropbox.com/u/67350671/traitorSDT.zip

Traitors are named for each position
Furber = Blue
Primary = Red 1
Secondary = Red 2

Author:  lmstr [ Thu Apr 04, 2013 4:10 pm ]
Post subject:  Re: Team SDT Script

So I got Traitor's to work, but I gotta try to figure out a bug. It currently doesn't get the planet number right meaning I gotta negotiate by hand. I looked at the code and can't tell why it doesn't work.

It also tries to negotiate after every bust, which is terrible if you are doing team SDT with 3 maxed ports...I think I can disable that in the code though.

Lastly, I had to turn ANSI off...which is annoying but manageable.

I'm gonna troubleshoot RAM's some more, his script is obviously more polished except for maybe the fact it uses subspace.

Author:  Micro [ Thu Apr 04, 2013 5:58 pm ]
Post subject:  Re: Team SDT Script

How does Trator's communicate without subspace?

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