[Discussion] Generic X3TC S&M questions II

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h2o.Ava
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Post by h2o.Ava »

sorry for the last question. I realized it would be easy to test it and find out. I'll post the results when I do.

new question (hence the double post)

RE: Squash Mines and such
Does the AI use them? I remember losing a ship to a M/A-M Mine in Asteroid Belt once. However I can not find any information regarding AI usage of Mines/Minefields.

Any info pointing me in the right direction would be great.
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Gazz
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Post by Gazz »

h2o.Ava wrote:RE: Squash Mines and such
Does the AI use them?
No ship will every deploy a mine after the game has started.
No such script exists in vanilla X3.
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EmperorJon
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Post by EmperorJon »

Regarding spoken text, how would one go about making a character speak a line using the script editor? I'm sure I've seen it done before, just can't remember where... making the usual screen pop up with the pilots face and having them tell you to get lost or something.

EDIT: Found the command for the speech, at least, just have no idea what speech there is. Except 10 being Yes. :P




EDIT: I need a No! It's all just yes, or you're shooting me stop it. -.- Is there a list anywhere?
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Post by dillpickle »

EmperorJon wrote:Regarding spoken text, how would one go about making a character speak a line using the script editor? I'm sure I've seen it done before, just can't remember where... making the usual screen pop up with the pilots face and having them tell you to get lost or something.

EDIT: Found the command for the speech, at least, just have no idea what speech there is. Except 10 being Yes. :P




EDIT: I need a No! It's all just yes, or you're shooting me stop it. -.- Is there a list anywhere?
If you search the 0001-L0XX.xml for 'argon variation' you should find the spoken texts you want - substitute argon for x race etc...

Then all you should need are the page id and text id.

Also searching for 'voice="yes"' will find you all spoken texts whether generic actor, ship computer, plot character etc...
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EmperorJon
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Post by EmperorJon »

I tried to do Speak Text, and it didn't work.
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Post by Cycrow »

if it didn't work, then most likly ur using the wrong arguments

what was the exact command you tried?
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EmperorJon
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Post by EmperorJon »

Don't know, killed it now. Just used speak text with the ids of some random spoken text. Nothing happened. I've used it before with the autopilot talk before.
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s9ilent
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Post by s9ilent »

(I would stick it in the conversions/request/ideas thread but tbh... that wasn't sticked and it seems to be lost in time - or at least not in the first few pages)

Idea:
Port older x- games into TC
Bishop149
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Post by Bishop149 »

How do the various convert passenger to Marine commands work (below)?

Code: Select all

<RefObj> create marine from passenger: fighting=<Var/num> hacking=<Var/num> mechanical=<Var/num> engineering=<Var/num>
AND
<RefObj> Train marine from passenger
When the RefObj is an element from the array

Code: Select all

<IF/Retvar><RefObj> get passenger array
Elements from such an array seem to work perfectly well as the <RefObj> the eject/destroy/enslave passenger commands
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Cycrow
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Post by Cycrow »

passengers and marines and the same thing

the only difference is the marine skills.
a passenger with a fighting skill of 1 or more is classified as a marine.

so setting a marines fighting to 0 turns it back into a passenger (not sure if the command will let u go below 1 thou)

the difference between the 2 commands is the first one lets u set the exact stats u want, the 2nd just sets the fighting to 1

so

Code: Select all

<RefObj> create marine from passenger: fighting=1 hacking=0 mechanical=0 enginerring=0
is the same as the train marine command
Bishop149
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Post by Bishop149 »

Fair enough, what do I use as the <RefObj> of those commands, items from the array I mentioned don't seem to work.

I.e. the passenger is still listed as a passenger in the freight bay, not a marine.

I set all skills to 10 for my testing
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HotSake
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Post by HotSake »

I thought skills didn't go higher than 5.
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X2-Illuminatus
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Post by X2-Illuminatus »

Bishop149 wrote:...items from the array I mentioned don't seem to work.
It works for me without problems.
HotSake wrote:I thought skills didn't go higher than 5.
I think you mixed that up with the stars. In the vanilla game the maximum number of stars, a marine can get, is 5. While the skills get up to 100.
With the mentioned command you even can set higher skills.
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Bishop149
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Post by Bishop149 »

Ok, so the following should convert one Passenger in my cargobay to a Marine with skill 10 in everything.

Code: Select all

$Passengers = [PLAYERSHIP] -> Get Passenger Array
$Convert = $Passengers [0]
$Convert -> Create marine from passenger: fighting=10 hacking=10 mechanical=10 enginerring=10 
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X2-Illuminatus
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Post by X2-Illuminatus »

Yep, code works perfectly here. Do you actually have passengers on your playership?
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Bishop149
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Post by Bishop149 »

Worked it out.

I was doing my testing in an M3, has to be a ship that can transport Marines like a TP or M6 or bigger to work.
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Bishop149
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Post by Bishop149 »

Is there a way to get a script to eject the player from his ship?
If there is I can't find the right command!
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Cycrow
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Post by Cycrow »

theres the eject pilot command, dont know if it works on the player thou

otherwise u could teleport the player out
Bishop149
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Post by Bishop149 »

I tried the eject pilot command, didn't work.
Where's the teleport command?
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Gazz
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Post by Gazz »

Teleporting the player into a space suit ship definitely works.
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