ANY Type of ship with 30 (THIRTY) Marine
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ANY Type of ship with 30 (THIRTY) Marine
Hi All
I comme to find out if we replace on Tships the position 263 (Where lies the OTAS SIROKOS) with any other ship and no mather the Typ of, It can be M5,4,3,6,7,1,2,TM.TS What ever exept TP. That ship will be capable of carring 30 marines if the cargo space allows. and also we can change the Ship ID, we don't have to use the same ship ID as the Sirokos Only have to put our ship on the position 263 on Tships for that to work. If the ship Type is set to TP it will allow 40 marines as it should.
So my question is... to any one who can help!
Which script controls that?
And I say script because is the way scrpts works they allways use the type number and not the name or any other identifier.
And if is hard coded, is very well hidden because, regardless I'm not and EXE expert, but I did some search and did not find nothing on the EXE file related to that.
The same is aplied to the position 212 where lies the ATF Valhalla and that position removes the hability of a ship to jump to jumpgates only jumps to jump beacons.
If is there any one who can help?
Apreciated
JCC
I comme to find out if we replace on Tships the position 263 (Where lies the OTAS SIROKOS) with any other ship and no mather the Typ of, It can be M5,4,3,6,7,1,2,TM.TS What ever exept TP. That ship will be capable of carring 30 marines if the cargo space allows. and also we can change the Ship ID, we don't have to use the same ship ID as the Sirokos Only have to put our ship on the position 263 on Tships for that to work. If the ship Type is set to TP it will allow 40 marines as it should.
So my question is... to any one who can help!
Which script controls that?
And I say script because is the way scrpts works they allways use the type number and not the name or any other identifier.
And if is hard coded, is very well hidden because, regardless I'm not and EXE expert, but I did some search and did not find nothing on the EXE file related to that.
The same is aplied to the position 212 where lies the ATF Valhalla and that position removes the hability of a ship to jump to jumpgates only jumps to jump beacons.
If is there any one who can help?
Apreciated
JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
It is hard coded, and your not going to find it in the EXE because its in egosoft's proprietary bytecode language.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Hi
Thanks for the reply
And do you know if the Valhalla position is hard coded to and if there's any others position numbers with special features?
JCC
Thanks for the reply
And do you know if the Valhalla position is hard coded to and if there's any others position numbers with special features?
JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
Position? I doubt anything relating to position is hard coded, that would be silly... what are you referring to exactly? if you mean sector, its part of the jobs file.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
- jack775544
- Posts: 1277
- Joined: Tue, 13. Dec 11, 08:27
I think he means it's inability to use gates normally and I believe the answer is yes it is hardcoded.Jack08 wrote:Position? I doubt anything relating to position is hard coded, that would be silly... what are you referring to exactly? if you mean sector, its part of the jobs file.
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- DrBullwinkle
- Posts: 5715
- Joined: Sat, 17. Dec 11, 01:44
He means, "position in the TShips file" (numeric ID). Like Sirokos's 30-marine limit, which appears to be hardcoded to position 263 in TShips. Any ship you put in that slot can hold 30 marines.
He is just asking whether there are other special qualities hardcoded to ID's (positions) in TShips. Other than the mentioned Valhalla, I do not know of any others.
He is just asking whether there are other special qualities hardcoded to ID's (positions) in TShips. Other than the mentioned Valhalla, I do not know of any others.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
All Hardcoded Indexes:
Code: Select all
The following ships are linked to a drone deployment hard code logic:
They are also hard coded for catching a ware.
SS_SH_FIGHTDRONE
SS_SH_A_MK2DRONE
SS_SH_USC_DRONE
Marines (30)
SS_SH_OTAS_HCF
Cant Move Through Gates:
SS_SH_TR_M0
Forced TL Hire Dialog Enabled:
SS_SH_USC_TL_MINING
Kha'ak Spawning Hardcode:
SS_SH_K_M3
SS_SH_K_M4
SS_SH_K_M5
SS_SH_THINKER6
SS_SH_THINKER14
SS_SH_THINKER
SS_SH_THINKER27
Pirate Spawning Hardcode:
SS_SH_A_M3_P_1
SS_SH_A_M4P_P
SS_SH_A_M3_P_2
SS_SH_T_M3P_P
SS_SH_A_M4_P
SS_SH_T_M4_P_1
The following are hard coded in various miscellaneous ways:
SS_SH_SAT
SS_SH_SAT2
SS_SH_BEACON
SS_SH_JUMP_BEACON
SS_SH_ORBITALLASER
SS_SH_TR_ORBITALLASER
SS_SH_FIGHTDRONE
SS_SH_FREIGHTDRONE
SS_SH_RECONDRONE
SS_SH_CAMERADRONE
SS_SH_A_MK2DRONE
SS_SH_USC_DRONE
SS_SH_MINE_1
SS_SH_MINE_2
SS_SH_MINE_3
SS_SH_TR_MINE
SS_SH_ASTRON
OBJ_SHIP_ASTRONAUT
SS_SH_UFO
SS_SH_SPACEFLY
SS_SH_GONER
SS_SH_TURRET
SS_SH_TR_TURRET
SS_SH_A_OWP_1
SS_SH_A_OWP_2
SS_SH_A_OWP_3
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Hi all
When I say position I mean the numberID on Tships
For exemple: the Sirokos is the numberID 263 or position on tships 263-
The ATF Valhalla is 212 and The Argon Mammouth is number 1and so on...
So I already find out the 263 and 212 numberID's and what they do.
My question is ... there is any more numberID's with especial powers?
Cheers
JCC
When I say position I mean the numberID on Tships
For exemple: the Sirokos is the numberID 263 or position on tships 263-
The ATF Valhalla is 212 and The Argon Mammouth is number 1and so on...
So I already find out the 263 and 212 numberID's and what they do.
My question is ... there is any more numberID's with especial powers?
Cheers
JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
Look at my post above ^^.jccpsc wrote:Hi all
When I say position I mean the numberID on Tships
For exemple: the Sirokos is the numberID 263 or position on tships 263-
The ATF Valhalla is 212 and The Argon Mammouth is number 1and so on...
So I already find out the 263 and 212 numberID's and what they do.
My question is ... there is any more numberID's with especial powers?
Cheers
JCC
I didn't convert them all to indexes, i gave you the ID Code's of the ships instead, which will allow you to find the index.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Marines (30)Jack08 wrote:
SS_SH_OTAS_HCF-> We are not oblied to use it, I've tested and what must be done is to put the ship on position 263 and we can cal it what we whant, I'm using in my mod BSG Mod and I've puted there the Battlestar Athena wich is a M1 and the name ID is BSG_RUBICON
And the chip can hold 30 marines.
I also tested to cal the ship ID SS_SH_OTAS_HCF and put it on other position trhan 263 and the ship CAN'T Hold 30 marines so therefore is not the name ID but the Number ID.
EDIT: Sorry I have'nt seen your post before I post my self.
JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
You are misunderstanding me. I gave you the ship ID codes not because the hard coding is tired to the ID codes, but because thoes ship ID codes are in the TFile indexes of the hard coding.
It was far easier for me to copy down all the ID codes then convert every single one of them to a TFile index, you can do that yourself from the ID codes - simply find the position of the ship with the ID code in the standard tfiles and you have your index.
To reiterate:
The list above is a list of ships that are, in default tfiles, in hard-coded index positions. The ID's are not hardcoded, the ships default indexes are.
It was far easier for me to copy down all the ID codes then convert every single one of them to a TFile index, you can do that yourself from the ID codes - simply find the position of the ship with the ID code in the standard tfiles and you have your index.
To reiterate:
The list above is a list of ships that are, in default tfiles, in hard-coded index positions. The ID's are not hardcoded, the ships default indexes are.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
Thanks Jack
Got it now
Some times I can be very slow...
Well ... as I can see there's no more interesting ID's for a mod. Because the other ID's you presente there have no special powers worthing to use on a Mod or to provide a special Ship. Or have I missed something?
One other thing I've learn about the Capacity to old Marines is:
If we set a ship on "subtype" as "SG_SH_M2" and on "Class" as "TP" , Voila an M2 wich can old up to 40 Marines but there's a catch if we want that M2 to be able to dock some ships, loose that idea because it CAN'T even if we say on tships file it can. and when I say M2 it can be any other class.
For Ex: In my mod I have a special M6 wich can old up to 20 marines.
Only put on"Subtype" "SG_SH_M6" and on "Class" "M7" as a result in game an M6 with capacity for 20 marines and all the rest it's beavior is from an M6.
Thanks Again
JCC
Got it now
Some times I can be very slow...
Well ... as I can see there's no more interesting ID's for a mod. Because the other ID's you presente there have no special powers worthing to use on a Mod or to provide a special Ship. Or have I missed something?
One other thing I've learn about the Capacity to old Marines is:
If we set a ship on "subtype" as "SG_SH_M2" and on "Class" as "TP" , Voila an M2 wich can old up to 40 Marines but there's a catch if we want that M2 to be able to dock some ships, loose that idea because it CAN'T even if we say on tships file it can. and when I say M2 it can be any other class.
For Ex: In my mod I have a special M6 wich can old up to 20 marines.
Only put on"Subtype" "SG_SH_M6" and on "Class" "M7" as a result in game an M6 with capacity for 20 marines and all the rest it's beavior is from an M6.
Thanks Again
JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11
Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing