Jobs, JobWings, WareLists Decoded Updated Jan 21
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Jobs, JobWings, WareLists Decoded Updated Jan 21
Jobs Excel file
This file has the 1.3 jobs file in it, and more importantly, each column is labeled so you can easily mod or add.
1.3.01 beta did not change the jobs file, but did change the jobwings file.
wing 15 (khaak xenon home m1) has less fighters, and wings 36 - 38 are removed (unused)
I got some help from this thread. Although it looks like that list is complete I didn't get all my information there!
Of major great super news is that you can write job.* scripts and they will be loaded!!! They do not need to be signed or !ed.
There are 2 race sections. The first is the shiptype race - I think they will not spawn unless that race has ALL shiptypes flagged. Otherwise, regardless of the ower race, it will pick randomly from class (m5, TS) and race to yield Demeter, Barracuda, etc.
The second is the owner race of the ship. The ORDER of the races are different - as far as I can tell this is the way it should be.
I guessed on stuff like speed / steering extensions, and the ones nearby those.
When spawning a ship, it chooses randomly of the set flags. Thus you can set M3, M4, and M5 and it will be random.
Shopping Basket number is the index to warelists.txt. When the ship is created, this becomes the ship's ware array.
Group ID is for followers in jobwings.txt. When the ship is created, the IDs listed in the jobwings.txt reference back to the job ID in jobs.txt.
For example, the Argon One spawns with 2 M3s and 7 M5s. The 2 M3s are wingmen since their job script is wing.protect. The 7 M5s are on patrol, they are not wingmen. In turn the 2 M3s each get 1 M3 wingman, and the 7 M5s each get 2 M5 wingmen.
Idle rate is in ms, spawn rate is in seconds.
If Sector X and Y are -1, it will be random based on the flags before it, otherwise the ship will spawn in the sector at the given index.
Shield / Laser, Extensions, Agression, Morale, and other chances are in percentages.
Destroy OOS I think means that if the ship is somehow lured out of the sector, and it's not supposed to be oos, destroy the ship. It could mean something related to oos combat.
The Invert flag means invert the flags Is Owner Sector through Is Border Sector.
I have done some editing of this file to test it and see if the column labels really are correct. Even the things that I just said that sounded like facts could be wrong.
This file has the 1.3 jobs file in it, and more importantly, each column is labeled so you can easily mod or add.
1.3.01 beta did not change the jobs file, but did change the jobwings file.
wing 15 (khaak xenon home m1) has less fighters, and wings 36 - 38 are removed (unused)
I got some help from this thread. Although it looks like that list is complete I didn't get all my information there!
Of major great super news is that you can write job.* scripts and they will be loaded!!! They do not need to be signed or !ed.
There are 2 race sections. The first is the shiptype race - I think they will not spawn unless that race has ALL shiptypes flagged. Otherwise, regardless of the ower race, it will pick randomly from class (m5, TS) and race to yield Demeter, Barracuda, etc.
The second is the owner race of the ship. The ORDER of the races are different - as far as I can tell this is the way it should be.
I guessed on stuff like speed / steering extensions, and the ones nearby those.
When spawning a ship, it chooses randomly of the set flags. Thus you can set M3, M4, and M5 and it will be random.
Shopping Basket number is the index to warelists.txt. When the ship is created, this becomes the ship's ware array.
Group ID is for followers in jobwings.txt. When the ship is created, the IDs listed in the jobwings.txt reference back to the job ID in jobs.txt.
For example, the Argon One spawns with 2 M3s and 7 M5s. The 2 M3s are wingmen since their job script is wing.protect. The 7 M5s are on patrol, they are not wingmen. In turn the 2 M3s each get 1 M3 wingman, and the 7 M5s each get 2 M5 wingmen.
Idle rate is in ms, spawn rate is in seconds.
If Sector X and Y are -1, it will be random based on the flags before it, otherwise the ship will spawn in the sector at the given index.
Shield / Laser, Extensions, Agression, Morale, and other chances are in percentages.
Destroy OOS I think means that if the ship is somehow lured out of the sector, and it's not supposed to be oos, destroy the ship. It could mean something related to oos combat.
The Invert flag means invert the flags Is Owner Sector through Is Border Sector.
I have done some editing of this file to test it and see if the column labels really are correct. Even the things that I just said that sounded like facts could be wrong.
Last edited by AalaarDB on Sun, 22. Jan 06, 02:20, edited 9 times in total.
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I checked the language files. Looking at those as a reference gives nonsense, and I don't think the shopping basket has anything to do with JobWings.
No particular reason all the entries in jobwings need to be used, and if you trace the numbers it makes a lot of sense.
All the non-index numbers in the JobWings file reference follower-ships in the Jobs file, and the ships with group IDs are ships that usually have followers. Additionally, using the group IDs as a guide to JobWings and then back to Jobs, Khaak and Xenon ships reference Enemy followers that are flagged to spawn Khaak and Xenon, while race ships reference followers flagged to spawn as race.
No particular reason all the entries in jobwings need to be used, and if you trace the numbers it makes a lot of sense.
All the non-index numbers in the JobWings file reference follower-ships in the Jobs file, and the ships with group IDs are ships that usually have followers. Additionally, using the group IDs as a guide to JobWings and then back to Jobs, Khaak and Xenon ships reference Enemy followers that are flagged to spawn Khaak and Xenon, while race ships reference followers flagged to spawn as race.
just been looking in the jobwings file ..
noticed something I dont really like ..
thing is you have a leader .. this leader seems to only get 1 wingman ..
but this wingman gets 6 or 7 wingmen ..
havent checked if these wingmen might actually also get wingmen ..
imo not the best way to construct wings ...
G
noticed something I dont really like ..
thing is you have a leader .. this leader seems to only get 1 wingman ..
but this wingman gets 6 or 7 wingmen ..
havent checked if these wingmen might actually also get wingmen ..
imo not the best way to construct wings ...
G
How about stations? Will stations respawn? I lost so many npc stations it's not even funny.
Please please please please please check.
Please please please please please check.
C2Q 6700 @ 3.50 GHz, OCZ 2x2GB @ 400, EVGA Nforce 680 sli,
EVGA gtx 280 FTW , Mitsu DP 2070SB 22"
X-FI Fatal1ty, Klipsch 5.1 UIltra, Sennheiser HD555
2 x WD Raptor 74 + 2 x 150 GB Raid0, 850W + 430W PS
EVGA gtx 280 FTW , Mitsu DP 2070SB 22"
X-FI Fatal1ty, Klipsch 5.1 UIltra, Sennheiser HD555
2 x WD Raptor 74 + 2 x 150 GB Raid0, 850W + 430W PS
Not a rant
This is not a rant or a flame or anything else derogatory, but I can't help but having the same thought over and over again here:
If Ego wants to support modders and scripters (which they obviously do), why don't they publish definitions for all this stuff instead of a few clever folks having to deduce it all the hard way?
Hehehe, the EULA probably has a clause that says: "Reverse Engineering Encouraged"
Anyway, maybe we can all get together and post a formal request for some documentation on the important modable files? It would certainly help me to produce better, cleaner work.
If Ego wants to support modders and scripters (which they obviously do), why don't they publish definitions for all this stuff instead of a few clever folks having to deduce it all the hard way?
Hehehe, the EULA probably has a clause that says: "Reverse Engineering Encouraged"
Anyway, maybe we can all get together and post a formal request for some documentation on the important modable files? It would certainly help me to produce better, cleaner work.
Check out this info.
Going from before 1.3 to after, I lost 45 stations and gained 20.
Here's the screenshot:
[ external image ]
These are the number of stations in each sector. The top rows are before 1.3, and the bottom rows are after 1.3. I circled sectors with lost stations in red, and with gained stations in green.
This sucks, cause now I only have one place to buy AFLAKS, and not 3 how its supposed to be.
Going from before 1.3 to after, I lost 45 stations and gained 20.
Here's the screenshot:
[ external image ]
These are the number of stations in each sector. The top rows are before 1.3, and the bottom rows are after 1.3. I circled sectors with lost stations in red, and with gained stations in green.
This sucks, cause now I only have one place to buy AFLAKS, and not 3 how its supposed to be.
C2Q 6700 @ 3.50 GHz, OCZ 2x2GB @ 400, EVGA Nforce 680 sli,
EVGA gtx 280 FTW , Mitsu DP 2070SB 22"
X-FI Fatal1ty, Klipsch 5.1 UIltra, Sennheiser HD555
2 x WD Raptor 74 + 2 x 150 GB Raid0, 850W + 430W PS
EVGA gtx 280 FTW , Mitsu DP 2070SB 22"
X-FI Fatal1ty, Klipsch 5.1 UIltra, Sennheiser HD555
2 x WD Raptor 74 + 2 x 150 GB Raid0, 850W + 430W PS
AFAIK the stations respawning is probably hardcoded into X3.exe.
Stations are listed in the universe file along with their sector, position, rotation etc. What is in the universe file is exactly what you get when you start a game. Ships are listed in jobs, they do not have a sector, position, rotation, or anything hardcoded. Where, when, and how they spawn is random.
These are 2 very different methods of handling objects.
Stations are listed in the universe file along with their sector, position, rotation etc. What is in the universe file is exactly what you get when you start a game. Ships are listed in jobs, they do not have a sector, position, rotation, or anything hardcoded. Where, when, and how they spawn is random.
These are 2 very different methods of handling objects.
Re: Jobs, JobWings, WareLists Decoded
to make jobwing file editing a bit easier I just listed all 'wingman' types in a row ..
line in jobs file/spawn number/class/own followers(entry in jobwings file)
G
line in jobs file/spawn number/class/own followers(entry in jobwings file)
Code: Select all
Friend
1001 1x M3 6
1002 1x M4 7
1003 1x M3/M4 8
1004 1x M3 25
1005 1x M4 26
1006 1x M3/M4 27
1007 3x M3
1008 3x M4
1009 3x M5
1010 3x M3
1011 3x M4
1012 3x M5
1013 1x M4/M5 13
1014 2x M5
1015 1x M4/M5
1016 2x M4/M5
1017 1x M3
Foe
1101 1x M3 17
1102 1x M4 18
1103 1x M3/M4 19
1104 3x M3
1105 3x M4
1106 3x M5
1107 1x M4
1108 1x M5
1109 1x M3
1110 2x M4
1111 2x M5
1112 1x M3
1113 1x M4
1114 1x M5
1115 5x M3/M4
1116 3x M4/M5
Note;type 1112/1113/1114 are only used in the last 3 entrys off the jobwings file,
and these entrys are not used by the jobs file.
G
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The Jobs structure is available at the X-wiki: Jobs file.