[Discussion] Generic X3TC S&M questions II
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- EGOSOFT
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EDIT Nvm.
EDIT again...
I'm really having trouble with this and I really don't understand why!
The Starts and Gamestarts file are both in a CAT, which I've selected as a Mod and yet I see no evidence of change, I even altered the ones in the file to see if it was just some error in my adding new ones, and there was no change.
I thought Mods takes overwrite priority over the files in the game?
EDIT again...
I'm really having trouble with this and I really don't understand why!
The Starts and Gamestarts file are both in a CAT, which I've selected as a Mod and yet I see no evidence of change, I even altered the ones in the file to see if it was just some error in my adding new ones, and there was no change.
I thought Mods takes overwrite priority over the files in the game?
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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Ok, here's what I did.
Extracted the files from the cat
Did my editing
Used ModManager to create a new cat called test.
Put the 2 files into the cat.
Loaded that cat in both vanilla and XTC (it's an XTC mod) as a flase patch, a chosen mod etc. etc. I even altered basic info in the files to see if it was just a problem with me adding a new start wrong.
Nothing
No changes at all.
So either something's totally wrong, or I'm just doing this badly.
Extracted the files from the cat
Did my editing
Used ModManager to create a new cat called test.
Put the 2 files into the cat.
Loaded that cat in both vanilla and XTC (it's an XTC mod) as a flase patch, a chosen mod etc. etc. I even altered basic info in the files to see if it was just a problem with me adding a new start wrong.
Nothing
No changes at all.
So either something's totally wrong, or I'm just doing this badly.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
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- EGOSOFT
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Does anyone know if it's posibble to increase the Amount of good EQD's and Military bases hold? And if so how? There dosen't appear to be a station size tag like with Factories
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Military bases and the Terran Supply docks ar my main priorities so if it causes issues for the player i'm not so upset, though a vershion i can use on EQD's would be nice as well:).

Military bases and the Terran Supply docks ar my main priorities so if it causes issues for the player i'm not so upset, though a vershion i can use on EQD's would be nice as well:).
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Not positive but I think the dock multiplier was in globals.txt.
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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And you are sure you did the modding right?
If you were an old hand at that, you probably wouldn't have asked. =)
If you were an old hand at that, you probably wouldn't have asked. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Then take a look at the existing equipment dock mods. See what files they change. =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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- Moderator (Deutsch)
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Afaik these changes will only affect player-owned docks and only if you build them after you did the changes.Carl99 wrote:I simply changed the existing number 0 to a 3. I also tested 30 to see if it needed an extreme number. Still no joy:(.
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Ahh thank you. Any chance you could point me to a mod that increases the storage space of NPC EQD's as a search didn't turn up any obvious candidates, (well a few of the entries dih have a strong possobbility of changing this i guess, but they where all so huge that finding the right file would be like looking for a needle in a haystack)...
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Ok.. should be a very simple question..(sorry for my lack of code formating)
The output of this is:
1: test
2: null
3: 0
4: null
5: 0
What am I doing wrong with my usage of:
get all global variable keys, starting with
and
get global variables: regular expression?
Code: Select all
set global variable: name='testvar' value='test'
$var = get global variable: name= 'testvar'
write to player logbook $var (1)
$test = get all global variable keys, starting with='test'
write to player logbook $test (2)
$size = size of array $test
write to player logbook $size (3)
$test = get global variables: regular expression='test.'
write to player logbook $test (4)
$size = size of array $test
write to player logbook $size (5)
1: test
2: null
3: 0
4: null
5: 0
What am I doing wrong with my usage of:
get all global variable keys, starting with
and
get global variables: regular expression?
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2 questions:
1)
I need to find out how many marines a ship can hold.
I know I can get the ships marines array size and add that to -> free space for marines but that appears to be unnecessary complicated.
Any other way?
And a follow-up: marine array and -> free space for marines are only working on the ships own marines?
Enemy marines that are actively boarding a ship do not alter these two values? (I know they might kill defending marines and therefore alter the marines array that way but thats not what I mean).
2)
Cosmetic issues with custom menus.
I create a menu containing several dynamically populated value selections for different ships in a sector.
Layout I want is about this:
M1.......<< *m1 ship names* >>
M2.......<< *m2 ship names* >>
M3.......<< *m3 ship names* >>
M4.......<< *m4 ship names* >>
Problem:
Each of the selections is of different size depending on the longest ship name included in the array that populates them and the final layout may look more like this:
M1...<< ***m1 ship names*** >>
M2..........<< *m2 ship names* >>
M3................<< *hip names* >>
M4..........<< *m4 ship names* >>
I want all of the selections to be of same size; not that the different sizes would cause any functionality issues, its purely cosmetic. Still, I am not pleased.
One rather bad idea I came up with so far would be to populate the selection arrays with adjusted and/or truncated ship names instead of the ship objects.
This would solve the layout problem but creates the new problem that once the menu returns I dont get the selected ship (object) back, only the actual name (text).
And I am not sure how I could link this name back to the actual ship object I need - ship names are not unique.
Need other ideas, please?
1)
I need to find out how many marines a ship can hold.
I know I can get the ships marines array size and add that to -> free space for marines but that appears to be unnecessary complicated.
Any other way?
And a follow-up: marine array and -> free space for marines are only working on the ships own marines?
Enemy marines that are actively boarding a ship do not alter these two values? (I know they might kill defending marines and therefore alter the marines array that way but thats not what I mean).
2)
Cosmetic issues with custom menus.
I create a menu containing several dynamically populated value selections for different ships in a sector.
Layout I want is about this:
M1.......<< *m1 ship names* >>
M2.......<< *m2 ship names* >>
M3.......<< *m3 ship names* >>
M4.......<< *m4 ship names* >>
Problem:
Each of the selections is of different size depending on the longest ship name included in the array that populates them and the final layout may look more like this:
M1...<< ***m1 ship names*** >>
M2..........<< *m2 ship names* >>
M3................<< *hip names* >>
M4..........<< *m4 ship names* >>
I want all of the selections to be of same size; not that the different sizes would cause any functionality issues, its purely cosmetic. Still, I am not pleased.
One rather bad idea I came up with so far would be to populate the selection arrays with adjusted and/or truncated ship names instead of the ship objects.
This would solve the layout problem but creates the new problem that once the menu returns I dont get the selected ship (object) back, only the actual name (text).
And I am not sure how I could link this name back to the actual ship object I need - ship names are not unique.
Need other ideas, please?
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1) How about "<RetVar/IF> <RefObj> -> get max amount of ware <Var/Ware> that can be stored in cargo bay"? I never tried it, but it might work.
2) You could do the following, which requires a bit more work:
So now you have a direct reference to that value selection called $valSel, which can be used in you later code. The thing is, that choosing a different value in the value selection will directly alter the value in $valSel[3] (which is the default index at the beginning).
So you can now use the names as values for the value selection, then later get the currently selected index by using $valSel[3] and with that index you can get the corresponding ship:
Greetings,
ScRaT
EDIT: I just realised that you can do the above with the normal creation method aswell, since the value selection return an array of ['returnId', index]. So you can just use the same method as always, but instead of using index as an index into $names you use it as an index into $ships.
2) You could do the following, which requires a bit more work:
Code: Select all
$ships = get ship array from sector...
* Get name of each ship and save into array
$names = * Array holding names of ship (indices correspond to $ships of course), maybe adjusted
* Create value selection by hand, like this:
$valSel = array alloc: size=5
$valSel[0] = -4
* $text is the text for that value selection (can be formatted in columns)
$valSel[1] = $text
$valSel[2] = $names
$valSel[3] = $defaultIndex
$valSel[4] = $selectionId
* Add value selection to menu
append $valSel to array $menu
So you can now use the names as values for the value selection, then later get the currently selected index by using $valSel[3] and with that index you can get the corresponding ship:
Code: Select all
$currentIndex = $valSel[3]
$chosenShip = $ships[$currentIndex]
ScRaT
EDIT: I just realised that you can do the above with the normal creation method aswell, since the value selection return an array of ['returnId', index]. So you can just use the same method as always, but instead of using index as an index into $names you use it as an index into $ships.
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Short version: What are the quirks with the SG_MAXHULL_BOARDINGPOD line in Globals.pck? I've edited it, but it doesn't seem to be affecting what you would think it would affect. It doesn't seem to be working at all.
Long version: I'm trying to make Boarding Pods more survivable, mostly as a sort of arms race with MARS. MARS makes it essentially impossible for BPs to arrive on target, so the goal here is to make BPs more survivable, at least enough to not go down from IRE fire provided by MARS' Goblin fighter drones.
Initially the goal was to put shields on them, if possible (I'm never so much as modded a fly before, so I honestly don't know how hard that would be) but after some research I found the line mentioned above in Globals.pck and it seems to be exactly what I'm looking for. Thing is, I'm editing it using doubleshadow's X3 Editor tool, saving, and loading to find nothing changing. I upped the hull from 300 to 3000, thinking that would help; nothing, still dead from IRE fire. Okay, tried 30,000. Same. Spent a while trying to rule out other sources of damage (kept getting unlucky with the enemy boat firing missile barrages after I launched BPs and my Goblins blowing the missiles up on top of the BPs), but no, after a couple attempts I confirmed only Goblins could shoot it down still. It should take over 1400 shots for an IRE to take out 30,000 hull. There's no way they're shooting it that much. So, just to rule out completely that this isn't just bad luck I bumped it up to 30 million hull points -- same thing. At that level it should survive everything, but still doesn't.
Also, to confirm that I was able to affect the game with this file I did edit the comm distance from 25km to 500km, and yes, that worked. So I am doing something right here.
One guess I've got (and I don't know how to confirm it) is that increasing this number is increasing the max health of the BPs, but for some reason they aren't spawning at max health. If I could figure out how to target friendly missiles, I would check that, but so far no luck. If that is the case then it probably wouldn't be hard to add a script that continuously heals BPs to full while keeping their max hull fairly low -- essentially letting them shrug off lesser weaponry, but a dedicated hit from a ship's flak gun will still kill them.
Anyways, purpose aside, anyone know what is going on here? Has anyone else messed with this variable any?
Long version: I'm trying to make Boarding Pods more survivable, mostly as a sort of arms race with MARS. MARS makes it essentially impossible for BPs to arrive on target, so the goal here is to make BPs more survivable, at least enough to not go down from IRE fire provided by MARS' Goblin fighter drones.
Initially the goal was to put shields on them, if possible (I'm never so much as modded a fly before, so I honestly don't know how hard that would be) but after some research I found the line mentioned above in Globals.pck and it seems to be exactly what I'm looking for. Thing is, I'm editing it using doubleshadow's X3 Editor tool, saving, and loading to find nothing changing. I upped the hull from 300 to 3000, thinking that would help; nothing, still dead from IRE fire. Okay, tried 30,000. Same. Spent a while trying to rule out other sources of damage (kept getting unlucky with the enemy boat firing missile barrages after I launched BPs and my Goblins blowing the missiles up on top of the BPs), but no, after a couple attempts I confirmed only Goblins could shoot it down still. It should take over 1400 shots for an IRE to take out 30,000 hull. There's no way they're shooting it that much. So, just to rule out completely that this isn't just bad luck I bumped it up to 30 million hull points -- same thing. At that level it should survive everything, but still doesn't.
Also, to confirm that I was able to affect the game with this file I did edit the comm distance from 25km to 500km, and yes, that worked. So I am doing something right here.
One guess I've got (and I don't know how to confirm it) is that increasing this number is increasing the max health of the BPs, but for some reason they aren't spawning at max health. If I could figure out how to target friendly missiles, I would check that, but so far no luck. If that is the case then it probably wouldn't be hard to add a script that continuously heals BPs to full while keeping their max hull fairly low -- essentially letting them shrug off lesser weaponry, but a dedicated hit from a ship's flak gun will still kill them.
Anyways, purpose aside, anyone know what is going on here? Has anyone else messed with this variable any?
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Most script commands do not work at all on missiles.
No idea if they even track the hull value or go poof on a hit automatically.
No idea if they even track the hull value or go poof on a hit automatically.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Welp, I guess it's on to plan B then.
I have to admit I'm confused about why that variable would be present if it didn't do anything, though. I suppose they had a design change somewhere a long the line and forgot to remove it, I guess.
Could also look into Plan C, too. Part of the reason why BPs are so fragile is that they're *huge*. Like, larger than most M4s huge. I imagine that shrinking them down to actual missile size would improve survivability by quite a bit.
I have to admit I'm confused about why that variable would be present if it didn't do anything, though. I suppose they had a design change somewhere a long the line and forgot to remove it, I guess.
Could also look into Plan C, too. Part of the reason why BPs are so fragile is that they're *huge*. Like, larger than most M4s huge. I imagine that shrinking them down to actual missile size would improve survivability by quite a bit.