Evesalvage 2.0 issue.

chockobot

Active Member
Attempted to use this script last night. Here's in general what happens. A quick background is I was running the agent mission on my pilot account who was ganged up with my salvager account. So basically the salvage account didn't make the wrecks, I just book marked the location.

I make the bookmark then go back to a station. I ensure all cargo windows are closed and run the script. It exits the station, makes the station bookmark, warps to the location and says detect X amount of wrecks. Then in about 2 seconds it makes a line saying 'processing wreck' for each wreck that it detected. It then warps back to the station, docks and ends.

So basically it runs through just doesn't do the actual salvaging part. I tried it with both with and without the -loot tag.
 

Amadeus

The Maestro
Staff member
I'll have to add a "-ignoreowner" flag or something where it will ignore the fact that you're not the owner of the wreck.

I assume you're not in the same corporation as the alt?
 

chockobot

Active Member
Correct. I figured it had something to do with that.

I just pull him around with me as I go through these missions... then I put him back to mining.
 

Amadeus

The Maestro
Staff member
Having him in the same corp with you might fix it ....hmm....or even in the same gang might fix it for now.

But, I'll add a feature to have it ignore the fact that 'you're not the owner' and just loot it anyway.
 

Simplify

Active Member
Not sure how well the "-ignoreowner" flag will work. If the Salvager is not in the same gang, then he's not gonna be able to use the tractor beam on any of the wrecks left behind by the Killer. I guess the script could still navigate to within 5K of each wreck, but part of the real advantage / time saver in this script is the use of tractor beams and salvagers together.

Your best bet is to gang your Killer and Salvager together.
 

chockobot

Active Member
I had him in the same gang when it wasn't working. In fact none of the wrecks were yellow to him.

Putting him in the same corp isn't really an option since we war a lot and he would get popped mining.
 

xile

Active Member
Having the salvage bot automatically authorised to loot wrecks made by it's gang members would make sense, with and optional flag "-authorisedtoloot" for setting pilots when it's outside the gang, even better if it could take as a parameter a pilot, a corp or an alliance. Completely ignoring who owns the wreck could lead to problems.

And BTW, that is the correct spelling for "authorised", lol.
 
Last edited:

Sethric

Active Member
Simplify said:
Not sure how well the "-ignoreowner" flag will work. If the Salvager is not in the same gang, then he's not gonna be able to use the tractor beam on any of the wrecks left behind by the Killer. I guess the script could still navigate to within 5K of each wreck, but part of the real advantage / time saver in this script is the use of tractor beams and salvagers together.

Your best bet is to gang your Killer and Salvager together.

just put a microwarp drive on him, then it's no problem getting to 5km fast.
 

CyberTech

Second-in-Command
Staff member
Ama, this is what i'm using in EVEBot:

Code:
        if (${Entity[${ID}].HaveLootRights} || \
            ${OwnerID} == ${Me.CharID} || \
            ${Entity[${ID}].CorporationID} == ${Me.CorporationID} || \
            ${Local[${OwnerID}].ToGangMember(exists)} ) 
        {
            return TRUE
        }
 

Amadeus

The Maestro
Staff member
Yes. That's explained in the download thread....

If you have selected the looting option, then after each salvage attempt the script will check for cargo containers in space (ie, cans). It will tractor and/or approach the can, and then open it. The script will then check your xml file (EVEIgnoreLootingItems.xml) -- if the item name is marked as TRUE, then it will ignore the item. If the item is set to FALSE it will be looted. If it doesn't exist in the file, then it will be added to the xml file with a default setting of FALSE and looted. Finally, if you happen to get a full ship while salvaging, the script should go back to your home station, unload, and then come back to that same location and resume.


I havn't tested it extensively; however, it should work properly.
 

JasonDark

Well-Known Member
Amadeus said:
I havn't tested it extensively; however, it should work properly.
It works properly, but sometimes it forget to unload some loot at the station. If that happens it has to do some more warps till it cleared all the wreks.
 

Sethric

Active Member
I tried it out in a belt that had some cans and some wrecks that belonged to people from other corps, and it would not even loot my own wrecks or cans.

Then, i went to just an empty spot, jettisoned a can.
This time, it looted it just fine.

Is the script bypassing the looting and salvaging of your stuff if there is a wreck or can that doesnt belong to you nearby?
 

kingfisher

Active Member
I have been having trouble w/ MoveTo on the hangar thing on my own scripts. I have to run through the stuff and then open and close the cargobay then run through it again. Have to repeat it n/2 times in order to get it all.
 

eeks

Active Member
Will this work for a 2nd account? What I mean is I have 1 account for fighting and a 2nd account for hauling/salvage.
 

korbas

Active Member
I have ran this a few times and it works awsome so far except when running agent missions is there anyway to get it it use jump gates.
 

dauser

Well-Known Member
With the ability to salvage from other peoples wrecks without gaining agression now, it would be usefull to see the -ignoreowner option implemented into this script.
 

Antifly

Active Member
BTW Salvager does not utilizes all salvager and tractor moduls. Example - 4 MaxTargets, 2 tractor beams and 6 salvagers. When there are 2 or 3 wrecks in salvaging range -script only assigns 1 salvager module per wreck.
 

Sethric

Active Member
Antifly said:
BTW Salvager does not utilizes all salvager and tractor moduls. Example - 4 MaxTargets, 2 tractor beams and 6 salvagers. When there are 2 or 3 wrecks in salvaging range -script only assigns 1 salvager module per wreck.

I seem to remember that the script expects you to have the same amount of tractors as salvagers. If you have 4 tracs you want 4 salvs.
 

Antifly

Active Member
And to have a single salvager per target? That will take ages.

Also there's a thing called "Spaceshuttle debris w/wreck" on some missions (blood raiders and sansha if i'm not mistaken). If there any way to exclude this entity from the list of wreck enitities found?
 

dauser

Well-Known Member
dauser said:
With the ability to salvage from other peoples wrecks without gaining agression now, it would be usefull to see the -ignoreowner option implemented into this script.
Shameless bump
 

Antifly

Active Member
Is it possible to implement parallel wrecks processing? Currently it's required either to have salvagers working on wreck, either JetCan looted to have EVESalvage target next entity to process. That slows whole process a lot and it would be nice to have EVESalvage processing maximum possible targets at once within at least tractoring range. :evil:
 

GliderPro

Active Member
Anything is possible given enough time and money.™

If you have an idea, by all means, try coding it yourself. If ISXEVE is going to survive we need people writing (and supporting) scripts.
 

Antifly

Active Member
GliderPro said:
Anything is possible given enough time and money.™

If you have an idea, by all means, try coding it yourself. If ISXEVE is going to survive we need people writing (and supporting) scripts.
Not possible, until events added to isxeve :)
 

dauser

Well-Known Member
With the ability to salvage from other peoples wrecks without gaining agression now, it would be usefull to see the -ignoreowner option implemented into this script.
Removal of ; Make sure we own this wreck
if (${Wrecks.Get[${i}](exists)})
{
if (!${Wrecks.Get[${i}].HaveLootRights})
{
echo "DEBUG: ${Wrecks.Get[${i}].Name} : No Loot Rights..."
i:Inc
continue
}
}

From evesalvagelibrary.iss allows you to salvage others wrecks.
 

RedMan

Active Member
Is anyone else having a problem where the salvager undocks after the "go dump your cargo and come back because you are full" situation and on undock it just sits there spamming the console with "- Undocking attempt failed ... trying again"?

Trying to sort it out myself now but wondering if it's just me!

RedMan
 

RedMan

Active Member
Hmmmm ${EVEWindow[Local](exists)} = null
${EVEWindow[Overview](exists)} = true
Wonder why it cant find my local window?

This is sitting outside the station, with the scrpt thinking it has failed to undock.
 

GliderPro

Active Member
RedMan, Take a look at the Station:Undock code in evebot. Reliably detecting whether you are in or out of the station is tough but I think we finally have a stable method in evebot now.
 

RedMan

Active Member
Amadeus fixed ${EVEWindow[Local](exists)}... it's been broken since the big patch.

Another issue I've seen the last few times is that it doesn't seem to completly empty the cargo hold. It might need a delay in there or something.

RedMan
 
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