TrixX wrote:You can create a new xxxx-L0xx file that has your changes under the page ID headers in the new file. This way you don't add to the original 0001-L0xx file.
Thanks. I assume I have to load that page manually?
Do you know of a way to create a file that will append to and override entries in the mov/00044.pck(xml) file?
TrixX wrote:You can create a new xxxx-L0xx file that has your changes under the page ID headers in the new file. This way you don't add to the original 0001-L0xx file.
Thanks. I assume I have to load that page manually?
Do you know of a way to create a file that will append to and override entries in the mov/00044.pck(xml) file?
i assume u mean a way to add more speech to the game ?
currently the only way is to do it manually, and include the speech file with the mod which isn't ideal.
one of the future features of the plugin manager is to append sound to the files and adjust the timings automatically, but its not done yet
Howdy. I'm in a bit of a mess, here, and since my modding skill is best described as "[strike]wholesale plaigerization[/strike]reverse-engineering" I'm hoping that someone in here might be able to lend me a hand with a pet project of mine.
Basically, what I need to do is set up a script that collects an array of factories bound by a common product - weapon components, microchips, computer components, nav satellites - which is pretty easy to do since there's a specific script array line to do just that. The problem is that from this array I need the script to make a context-based resource swap, the context in this case being the specific model or model group: if, for example, the script comes along Argon chip plants M, L and XL (ignore the fact that the last two don't exist in vanilla) I want it to swap out the hard-coded Majaglit resource seen in player-owned factories for Meatsteak Cahoonas: when it comes to the Boron versions, however, I need that Majaglit to be replaced with Bofu, the Paranid version with Soja Husks, Split version with Massom Powder, Teladi version with Sun Oil, and Terran version with Terran MREs.
I thought I'd be able to do this by setting up an If statement to start off the chain followed by Else Ifs to continue this shindig to the end, but no dice. I COULD feasably do it by simply repeating the entire contents of the script over and over in sequence with a new array dedicated to a single station type owning to the player, but this'd be extremily wasteful and time-consuming, since this is going to have to be done to about 75 stations across multiple types through numerous scripts.
Any ideas?
EDIT: Aw, the forum doesn't support [strike]? Boo.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
I have: the problem is that due to the way Egosoft has coded certain station resource setups even if you change WareTemplate the player stations will still demand certain sets of resources. Even if you change all Split stations to use Massom Powder, for example, the player-owned ones will still demand Rastar Oil as a resource. Change chip plants to use an Energy/Food/Silicon setup, and the player ones'll still demand majaglit.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
So I think my other question was lost in the shuffle.
How do I change the in-game player's galaxy map to reflect a completely new map. (Where sectors like 9,10 exist, and the "terran" sectors aren't way up north)
True, those seam to be hard-coded to RelVal I'm afraid.
I did code an MD script for New Dimension mod, which removes products to player build station immediately. It should be rather simple to do it for resources too. Its event driven for every station built, so no problem for player stations I guess.
But if I recall right, if you manually change resources, the production cycles/amounts adapt. I guess I could code an example script just for testing if you like.
MFG
Ketraar
EDIT: @project_mercy you need to mod the 00749.bod.
Nah, that's OK, I guess I'll just have to bite the bullet and do arrays for each specific station class. I'll probably parcel it off into a seperate script for each race, which should make it a bit more bearable.
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
I have a "small" problem:
As shows in the following image, all TM (i've checked) have in their statistics no energy laser and cannot have it.
Nevertheless, they indeed have a generator and their turret works. [ external image ]
The fact is the Script Editor sends back to me systematically 0 with those commands :
$Laserlvl = [THIS] -> get current laser strength $LaserMax = [THIS] -> get maximum laser strength
Even if there's no change in info menu, fortunately the command
[THIS] -> set laser energy to $Laserlvl
works.
But How to fix this bug? (TC v2.7 & 3.0)
[ external image ] "On apprend en faisant des erreurs, mais le problème c'est qu'en explosifs, l'erreur est fatale."Aldébaran v10 [ external image ]<-- Clef Des Toilettes Privées Du Forum Français décernée par Thoto le 23/06/07
TrixX wrote:Just wondering what is the current Intro Bod? Need to replace it for a mod and can't find the one used at the moment...
\objects\intro\menu.bod
Looked in there and the bod was very odd, didn't seem to contain the Jupiter Intro that's in the stock version of the game. I may be wrong though, so will see what I can do
Thanks for the confirmation though
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
I don't have really find a solution but i find a explanation.
When no laser is mounted 0/0 (0%) is display
As soon as One laser is fit, the maximum appairs.
My *bug* is that when i try to fit tractor beam or repair laser no charge is display...
(sorry for my english...)
[ external image ] "On apprend en faisant des erreurs, mais le problème c'est qu'en explosifs, l'erreur est fatale."Aldébaran v10 [ external image ]<-- Clef Des Toilettes Privées Du Forum Français décernée par Thoto le 23/06/07
I use Combat Mod 3, But I was wondering if any of the other big combat mods are real fun for the users of them?
In perticular MARS, MEFOS, and OOS. Maby there are more im just forgiting, but any others people use that they really enjoy.
My bigest thing is having a bunch of really dogy suped up m4 and 3s and even m6s that fight cap ships like they have a death wish not even trying to avoid being shot at. Makes me not want to up there speed or thrusters because it dosent seem to matter.
I don't know I personally can dodge fire from just about any big ship(not Kahaak). Unless it has flack and I get to close. Just want my investments to put up a little more of a fight. .
I heartily recommend it. MARS is too powerful in vanilla, but with SRM and the revamped weapons of CMOD everything works out beautifully; I would also recommend a Missile mod, such as the modified version of MRM optionally provided with SRM to balance things out a bit with MARS.
could someone tell me why when I assigh my fleet to attack an ennemy station my ships only circle around it and do not fire even a single shot on the target? Do I need a script or could it simply be that I ve installed a script that deny my ship from firing on an ennemy station.
Turret commands, perhaps? Or maybe you changed FOF settings for your own personal ship but didn't apply them to all reachable properties, thus the AI-controlled ships don't see an "enemy" to target?
X3TC Naval Shuffle: My ships are fast; my shields are strong; and my guns are very, very large.
could someone tell me why when I assigh my fleet to attack an ennemy station my ships only circle around it and do not fire even a single shot on the target? Do I need a script or could it simply be that I ve installed a script that deny my ship from firing on an ennemy station.
thx
Sorenson wrote:Turret commands, perhaps? Or maybe you changed FOF settings for your own personal ship but didn't apply them to all reachable properties, thus the AI-controlled ships don't see an "enemy" to target?
^
|
this. Change your globals and broadcast the new setting. If the ship does not have main guns then it will need turret commands to be able to do anything.
Target a ship and bring up the info screen: what does it say under command, and what does it say under action?
Sorenson wrote:Turret commands, perhaps? Or maybe you changed FOF settings for your own personal ship but didn't apply them to all reachable properties, thus the AI-controlled ships don't see an "enemy" to target?
Thanks a lot. I had my big guns on my capital ship assigned to 'attack capital'. If I changed it to attack ennemies it worked fine.
Now I got a request... can someone make an 'attack station' command that will bypass all turret command except maybe 'missile defense'? I would really need that cause 'attack ennemies' turret command on big ship is like a 'try to attack everything except your target' when it s trying to destroy a fighter craft. Most of the time resulting in a reputation drops and the destruction of some of your capitals that were too close to each others