That infamous UFO

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rustybucket
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That infamous UFO

Post by rustybucket » Sat, 15. Oct 05, 19:58

Just for the exercise; is there a way to convert the "unknown ship" (UFO) into a player ship using the object hack, and x2 editor?

If so How?

ShadowX
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Post by ShadowX » Sat, 15. Oct 05, 21:45

You need only notepad to do that.

First open 04145.bod from x2\cut\ folder and add a cockpit in it, and if needed some gun bodies(also remove the -1 line from it).

Then save it to another file(for example: 22222.bod) and configure one Tships line for it.

rustybucket
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Post by rustybucket » Sat, 15. Oct 05, 22:58

This is what I have to begin with. What should it look like with the cockpit and a weapon or two?

P 0; B -1;
{ 8; 26700; -6900; -11600; -500; 0; 800; 0.000000; -1; -1; } // 0
P 2; B 78;
{ 2; 0; 1900; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 3; B 78;
{ 2; 1800; -6200; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 4; B 78;
{ 2; -2600; -6300; 200; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 5; B 78;
{ 2; -300; -6200; 1800; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 6; B 78;
{ 2; -300; -6300; -1800; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 7; B 598;
{ 2; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // 0
P 8; B 599;
{ 2; 0; -5700; 0; 0.000000; 1.000000; 0.000000; 0.000000; 833; 1; } // 0
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; 833; 2; } // 1
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; 834; 3; } // 2
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; 833; 4; } // 3
{ 18; 0.499722; 0.000000; -1.000000; 0.000000; -1; -1; } // 4

Harlock776
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easy to do

Post by Harlock776 » Sat, 15. Oct 05, 23:28

Just give it a 940 body and make it buyable somewhere using X2Editor galaxy editor. What would you want to use it for anyways? It's a corny little flying saucer lol it's good for nuthin I think.

rustybucket
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Post by rustybucket » Sun, 16. Oct 05, 00:33

What would you want to use it for anyways?
I thought it would be a simple model to use to learn about the manipulation of these files.

I understand that I should remove a "-1" value, and apply a "940" body. But I have no idea where to begin.


Should line:
P 0; B -1;

read:

P 0; B;

ps. Just edited the Tship file to use body "940" to no effect. :?

Carl Sumner
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Post by Carl Sumner » Sun, 16. Oct 05, 05:37

I don't know, but check the sticky threads at the top of the forum to find descriptions of this and other scripting info. Some of the users have actually written manuals on this stuff. 8)
Tinker

"If engineers built buildings the way programmers write programs, the first woodpecker that came along would destroy civilization!"

rustybucket
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Post by rustybucket » Sun, 16. Oct 05, 15:27

I don't know, but check the sticky threads at the top of the forum to find descriptions of this and other scripting info.

That is cool; but, I was hoping to get a quick walk through without having to dig through a mass of manuals, many of which are outdated since the release of patch10 and 14 (which allow you to hack the object file to add ships and weapons).

So this is what I have done so far:

1) I hacked the object file using patch 14 and converted the UFO to an M5 classification
2) I also gace it a body 940, and selected a cockpit from one of the m5s

This has resulted in an interesting playable ship. In part because I have not been able to set up the cocpit correctly, so the view from inside the UFO is completely uncluttered [why not .... where is it written that alien ships must rely on instrumentation???] :).

Still to do:

1) My targeting system does not work, nor does the ecliptic projector
2) Hiting F2 or F1 will show an external view, but it will not cycle to the internal view.
3) It is a bit large for an m5,m4,m3,tp,ts; and, it does not fit in a station dock (probably not a problem - why would an alien ship have a docking system compatable with our stations?)

I would like to fix 1 & 2, but otherwise I am beginning to enjoy the novelty.

Tritous
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hmmm

Post by Tritous » Wed, 19. Oct 05, 00:56

I say fit it with lots of GKyons or lasertower weapons, make it X0 class shielding, and take out the khaak in it. we all know the UFOs are just waiting for the chance to catch us off guard....
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

rustybucket
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Post by rustybucket » Sun, 23. Oct 05, 17:19

I say fit it with lots of GKyons or lasertower weapons

First we will have to add a weapons mount/turret of some kind; and, I am not sure that you can add that without first modifying the graphics model. Perhaps someone will jump in here and tell us what is involved in adding weapons to models like the Xenon M0, or the UFO.

StormSinger
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Post by StormSinger » Sun, 23. Oct 05, 20:00

Weapons don't require changes to the model. They just have to be assigned to a position (front/back/up/down, etc), properly positioned in relation to the 940 body (all in the cut file), and the correct parameters defined in the Tships file.

rustybucket
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Post by rustybucket » Sun, 23. Oct 05, 23:01

Stormsinger,

Thanks for the tips.

Call me a newby but I am still a bit lost. Assuming that the change has to be made to cut file. The third post above shows the content of Cut\.04145.pbd; which I believe is the cut file associated with the UFO. How do we read this thing, and what changes should be made to make the cockpit operational and to install one front (trigger fired) turret?

:?: :?: :?: :?:

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Drainy
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Post by Drainy » Sun, 23. Oct 05, 23:12

is this any use?
http://www.egosoft.com/x2/forum/viewtopic.php?t=79898

From the sticky.
Also says its updated for 1.4

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