[Discussion] Generic X3TC S&M questions II
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i still cant find them but i have found a document labelled X3_universe but all it containeed was 3 lines of binary/hexidecimal giberish, and i had decoded it carefully. i found an alternative by just importing each sector manually from the x3 map in the map editor instead. i was wondering how to add extra sectors to the map though. i know that it is possible because i did it a year ago on x2 but now i cant remember for the life of me how to add a sector and have it appear on the sector map. i have written it in with the universe X/Y coordinates and though in game, i can manually script objects into it, it cannot be seen on the map.
(sorry if my typing is fail, it is one in the morning in england)
EDIT: i may have found my own solution to this
(sorry if my typing is fail, it is one in the morning in england)
EDIT: i may have found my own solution to this
Last edited by Guest on Wed, 26. May 10, 14:12, edited 1 time in total.
well as long as im first here... yeah its possible. if you have ever been scripting, in the race options there are also 2 other than the normal ones, called race one and race two. though both will be a bit plain since lots of scripts ignore them (mostly non vanilla ones). they wont have a shipvoice name for all of the objects they own but they still have raceranks you just cant see them since again they are mainly left out. if you go into the T files you can give the races better names than just race 1 and 2 too. i cant think of any good tutorials to hand but when your adding them in (assuming your using scripts or the map editor) just select the race you want, in this case race one and race two.
i think thats all there is to be said but i may be wrong.
i think thats all there is to be said but i may be wrong.
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Hmm, thank you. I thought that may be what they were used for (or at least hoped).
I'm trying to figure out the best way to get it to have all the other features (race name before the ship type, comm discussions, etc.). First, I'm trying to get them a basic ship to test those features on.
I'm trying to clone the Woden. I'm using the Normandy/Normandy 2 by Tenk/Cadius as a base as a fake patch, and it's not working. The new ship type doesn't appear in game. I've pretty much copied it and given it it's own name.
It doesn't appear in Cycrow's Cheat Scripts, even when I start a new game.
How do I fix this problem?
I'm trying to figure out the best way to get it to have all the other features (race name before the ship type, comm discussions, etc.). First, I'm trying to get them a basic ship to test those features on.
I'm trying to clone the Woden. I'm using the Normandy/Normandy 2 by Tenk/Cadius as a base as a fake patch, and it's not working. The new ship type doesn't appear in game. I've pretty much copied it and given it it's own name.
It doesn't appear in Cycrow's Cheat Scripts, even when I start a new game.
How do I fix this problem?
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I have two questions concerning the ships console and the built-in broadcasting commands.
1. In a vanilla game it is possible to manipulate the resupply settings for ships directly in ships console. However, I guess due to having deleted quite many standard scripts to test some things, these settings don't show up, no matter what I do.
I have installed all possible extensions (using the appropriate command from Cycrow's cheat-package) and also installed a jumpdrive.
I also checked all the !init scripts, but none of them seems to have something to do with these settings not showing up.
So, what are the conditions to make the settings visible?
2. Are the broadcasting completely hardcoded? I'm asking, because I couldn't find any script which connects the commands to the !ship.bc scripts.
Thanks for your help!
Greetings,
ScRaT
EDIT: Okay, I found the answer to the first question. When the COMMAND_JUMP_SECTOR is not set in the global script map, the settings do not appear.
1. In a vanilla game it is possible to manipulate the resupply settings for ships directly in ships console. However, I guess due to having deleted quite many standard scripts to test some things, these settings don't show up, no matter what I do.
I have installed all possible extensions (using the appropriate command from Cycrow's cheat-package) and also installed a jumpdrive.
I also checked all the !init scripts, but none of them seems to have something to do with these settings not showing up.
So, what are the conditions to make the settings visible?
2. Are the broadcasting completely hardcoded? I'm asking, because I couldn't find any script which connects the commands to the !ship.bc scripts.
Thanks for your help!
Greetings,
ScRaT
EDIT: Okay, I found the answer to the first question. When the COMMAND_JUMP_SECTOR is not set in the global script map, the settings do not appear.
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Why don't you just try it? I presume that it should work, because libxml (or which library was Egosoft using again?) should recognize the encoding automatically.
Greetings,
ScRaT
I'm quite sure, that there are conversion libraries for C# to convert utf-16 encoding to utf-8. So no need to write it by yourself.and it will take considerable time to manually write a serialize-er
Greetings,
ScRaT
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Ok so this may not be the best place for this question but I've even opened a thread which died without any response.
I'm learning modeling and such and atm building a fighter bomber which will be m3 to make it be able to dock with caps.So I don't know how to include the missile barrage command.(Surely it isn't class restricted.[is it?])If anyone is able to help me out,please do so.Also is there anything I should know about bombers?Like if there should be additional pieces to define the locations of missiles fired?
I'm learning modeling and such and atm building a fighter bomber which will be m3 to make it be able to dock with caps.So I don't know how to include the missile barrage command.(Surely it isn't class restricted.[is it?])If anyone is able to help me out,please do so.Also is there anything I should know about bombers?Like if there should be additional pieces to define the locations of missiles fired?
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Hello, I am wondering how exactly prices of missiles are calculated.
I see rel val is the main factor and price mod 1 changes the min max range. But what is the formula? Also what is price mod 2 and player rel val for? They don't seem to do anything in factory prices or factories owned by players. Atleast at my first glance.
I saw somewhere it was strange and unknown but wondering if that has changed.
I see rel val is the main factor and price mod 1 changes the min max range. But what is the formula? Also what is price mod 2 and player rel val for? They don't seem to do anything in factory prices or factories owned by players. Atleast at my first glance.
I saw somewhere it was strange and unknown but wondering if that has changed.
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Is there a hard limit on the fire rate of turrets? I tried equipping MD into some turrets, but it seems to fire far more slowly than the weapon's max fire rate (1/2 - 1/3?).
Can capital ship weapons be forced to use charged shots? Would the turrets still be locked in place while charging? This would let them get more speed etc. while keeping it very hard to hit small targets.
Can capital ship weapons be forced to use charged shots? Would the turrets still be locked in place while charging? This would let them get more speed etc. while keeping it very hard to hit small targets.
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The turret command scripts add pauses and waits. For a number of reasons.Bobucles wrote:Is there a hard limit on the fire rate of turrets? I tried equipping MD into some turrets, but it seems to fire far more slowly than the weapon's max fire rate (1/2 - 1/3?).
Can capital ship weapons be forced to use charged shots? Would the turrets still be locked in place while charging? This would let them get more speed etc. while keeping it very hard to hit small targets.