[SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

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Cycrow
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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by Cycrow » Sat, 26. Jun 21, 18:50

as long as you are using 1.70 of the cheat scripts, then reveal all sectors should work fine, as it knows not to reveal deactivated HSAP.

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by Cheese » Wed, 7. Jul 21, 19:58

Can this be used to make discoverable/accessible all HSAP points?

I notice there is an action in action.xml called "hsap.unlock" but it isn't accessible in the cheat menu and would be impossible to use since it would requiring targetting an object you can't target?

Edit: I think found a way to do it by modifying the revealall script. On line 26 I inserted $hsap -> set hsap discoverable [TRUE]. It made the HSAP appear before my very eyes in Harmony of Perpetuity. Spawned in a couple relay beacons and made the jump fine. Though I did notice it also gave me the mission to set relay beacons on the other side too which is unusual. Hopefully it won't break if I build a Trans Orbital Accelerator?

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by Ketraar » Thu, 8. Jul 21, 16:14

Cheese wrote:
Wed, 7. Jul 21, 19:58
Can this be used to make discoverable/accessible all HSAP points?
There is a much easier way to achieve this.

viewtopic.php?p=5054913#p5054913

MFG

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by Cheese » Thu, 8. Jul 21, 22:01

Ketraar wrote:
Thu, 8. Jul 21, 16:14
Cheese wrote:
Wed, 7. Jul 21, 19:58
Can this be used to make discoverable/accessible all HSAP points?
There is a much easier way to achieve this.

viewtopic.php?p=5054913#p5054913

MFG

Ketraar
Yea I saw that post when looking for a solution. It may be an easy way for you but its complete and total gibberish to me. :?

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by Deniskos » Thu, 19. Aug 21, 04:28

To Cycrow:
Using Cheat Package in conjunction with Community Plugin Configuration for Warp To Sector, Dock ship to ... etc. leads to a freeze of the script. Cheat Menu no longer launches in Community Plugin Configuration, also applies to hotkey usage.

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by dirkf » Thu, 23. Sep 21, 17:06

Xe-131 wrote:
Sun, 6. Jun 21, 14:58
Something I think could be added for FL would be to add station blueprints to the HQ: it's only letting you add ship blueprints at the moment.
Finally took the time to go through the script and found out how to add this.

Most likely it is just a typo forgotten by cycrow because it is an extremely simple change that adds the ability to add station blueprints.


1) activate script editor as usual and open it
2) go to the script "z.cheat.cycrow.action" and load it into the script editor
3) go to line 258 which handles the blueprint command of the cheat menu
This line starts with "$ret.input = create input id='add.blueprint' userinput=Var/Ship Type ..."

4) click on the entry labelled "Var/Ship Type" and change it to "Var/Ship Type/Station Type"

5) save the corrected script on exit

Now you can add station blueprints and ship blueprints in the same way on the cheat menu.
Last edited by dirkf on Thu, 23. Sep 21, 20:05, edited 1 time in total.

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by alexalsp » Thu, 23. Sep 21, 19:35

Some people use an editor and the lines are different. It would be more correct to specify the complete string.

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by dirkf » Thu, 23. Sep 21, 20:05

alexalsp wrote:
Thu, 23. Sep 21, 19:35
Some people use an editor and the lines are different. It would be more correct to specify the complete string.
edited the original post with that info

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by alexalsp » Thu, 23. Sep 21, 20:14

I think if you look at the text, he did not specifically add the blueprints for the stations.

Of course, I could be wrong, but the text would look a little differently if he wanted to, but forgot.

Code: Select all

else if $ret == 'blueprint'
$text = read text: page=$Page.ID id=713
$ret.input = create input: id= 'add.blueprint', user input= [Var/Ship Type], refobj= [PLAYERSHIP], description= $text, without sector= [FALSE], filterclass= null, racemask= null, flags= null, default= null

Code: Select all

<t id="713">Select ship type to add blueprints for</t>

Edit line 252 X-Studio

Code: Select all

$ret.input = create input: id= 'add.blueprint', user input= [Var/Ship Type], refobj= [PLAYERSHIP], description= $text, without sector= [FALSE], filterclass= null, racemask= null, flags= null, default= null
to

Code: Select all

$ret.input = create input: id= 'add.blueprint', user input= [Var/Ship Type/Station Type], refobj= [PLAYERSHIP], description= $text, without sector= [FALSE], filterclass= null, racemask= null, flags= null, default= null
dirkf

This line?

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by dirkf » Thu, 23. Sep 21, 20:29

alexalsp wrote:
Thu, 23. Sep 21, 20:14
I think if you look at the text, he did not specifically add the blueprints for the stations.

Of course, I could be wrong, but the text would look a little differently if he wanted to, but forgot.
OK, then he probably didn't plan for it - it was my assumption that he forgot, because that simple change works that way (tested).

and yes, that is the correct line.

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by Cycrow » Thu, 23. Sep 21, 20:41

its not really that i forgot, its more than that function was done before you could get station blueprints at the HQ, and i havn't got round to adjusting it yet

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by alexalsp » Thu, 23. Sep 21, 21:11

Cycrow wrote:
Thu, 23. Sep 21, 20:41
its not really that i forgot, its more than that function was done before you could get station blueprints at the HQ, and i havn't got round to adjusting it yet
Does this mean that in the near future we can wait for a new version? :)

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by Cycrow » Thu, 23. Sep 21, 21:24

there will be a new version, i dont know when exactly, depends on how much free time i have

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by alexalsp » Tue, 22. Nov 22, 19:55

Errors in X3FL Cheat Package.

1. A station is always set to index alpha when it is created. Even if there is already a station with index alpha.
2. When creating an NPC solar power plant (argon, boron, etc.), crystals are not a secondary resource, but a primary resource.

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by alexalsp » Sat, 18. Feb 23, 22:27

Tell...

I compared text files from different games, they are different....

Which of them are relevant, German or English?

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Re: [SCRIPT] X3FL Cheat Package : V1.70 : 2021-04-09

Post by N8M4R3 » Thu, 12. Oct 23, 22:14

alexalsp wrote:
Sat, 18. Feb 23, 22:27
I compared text files from different games, they are different....
In the first place not unusual when they are from different games, but which text files from which games do you mean exactly? and what is there different? The Cheat Package functions are rised with new games.
alexalsp wrote:
Sat, 18. Feb 23, 22:27
Which of them are relevant, German or English?
From Development side, the English ones.
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.14 *** Modified*** :khaak: :thumb_up:
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Weitere Veröffentlichungen hier: N8workX
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