[Discussion] Generic X3TC S&M questions II

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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s9ilent
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Post by s9ilent »

w.r.t Docking
To be able to dock, 2 requirements need to be fulfilled
1) The docking capacity must be not full (i.e. in the x3editor, that number that you changed)
2. There must physically be a free docking port for you to dock on to (Requires editing the 3d files, i.e. the scene files, very complicated, needs 3dstudio max/gmax/similar, several unpacking/packing tools, and knowledge of which files to mod, check the stickies for more info)

I'm guessing you need to do #2, to get more USABLE docks into your m7. (as m7's usually do use external clamps, so you physically requires a free clamp to dock)
Coruskane
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Post by Coruskane »

however, on the plus side if it is just an internal hangar you can whack up the number in X3 editor without having to do anything else.

E.g. you can mod a vanilla Cerberus to be a light carrier fairly easily, but to give it an M6 clamp or to mod a vanilla Thresher to carry ships requires (2) from Silent's post; a bit of a mission.
FriedTrix
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Post by FriedTrix »

How can I create/mod and object to make it invincible.

Thx
Coruskane
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Post by Coruskane »

FriedTrix wrote:How can I create/mod and object to make it invincible.

Thx
there is an object property "Invincible" that can only be invoked by the MD

If you are just wanting to temporarily make something 'invincible' in your game then use Cycrow's Cheat Pack which uses a workaround (technically it refreshes shield and hull every loop)
FriedTrix
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Post by FriedTrix »

Coruskane wrote: there is an object property "Invincible" that can only be invoked by the MD
thx a lot :P

can you answer this too pls

is there a way to edit stations proprieties?
For example creating/moding a factory mine that would collect another ressource than the expected ones(example, getting a gold mine)?

A factory that I could make purchasable in docks pls.

thx
Amon-ra
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Post by Amon-ra »

for My M2 which has internal docking bays I did edit its number to a higher but ingame its still listed as 6 :? even with newgame :?

so thats one annoyance.

and would you know of how to change a ships class? from what i've read changing it in the editor isnt enough.

X3TC Version 2.7.1
FriedTrix
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Post by FriedTrix »

Anyone knows what is the name of the script that activate when a ST drop a station? can we access it or is it hidden?
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ThalonMook
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Post by ThalonMook »

Hi,

I need to set a missile into the missile slot of a ship (not a M8 or M7) via script.
I know the command to readout which missile is installed but I don't find one to set it.

Does anybody can help me ?

Cu Thalon
Split Havoc
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Post by Split Havoc »

I've downloaded Cycrow's Cheat Collection Package and the Plugin Manager Installer. However, I can not find a directory to install to. I searced the whole C drive and nothing pops up. I've also selected every folder in the X3 file and still got nothing. I have the script editor unlocked with the "Thereshallbewings" name. But that doesn't give me access to the cheat menu... just the scripts (which I have no idea how to use).
Coruskane
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Post by Coruskane »

ThalonMook wrote:Hi,

I need to set a missile into the missile slot of a ship (not a M8 or M7) via script.
I know the command to readout which missile is installed but I don't find one to set it.

Does anybody can help me ?

Cu Thalon
what do you need this for?

If it is to fire a missile through a script then you do not actually need to install the relevant missile.

But if it is make the missile the default then you do need to install it using:

Code: Select all

<RetVar/IF> <RefObj> -> install <Var/Number> units of <Var/Ware>
found under the trade commands
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ThalonMook
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Post by ThalonMook »

Hi,

thx for the fast responce. I need a ship be equiped with a missile in the missile slot.

The command:

Code: Select all

<RetVar/IF> <RefObj> -> install <Var/Number> units of <Var/Ware>
I used first but with this the missile is only in cargobay but not installed.

Sorry that's not my first step in scripting :D

I searched the whole SE but there is no command like xxx switch laser in turret xxx gun xxx to xxx for missiles.

How I get a missile to the missile slot ?

CU Thalon
Coruskane
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Post by Coruskane »

hmm, sorry then. I will have a play in the SE and see if I can come up wit anything then :)

edit: nada :/
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TrixX
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Post by TrixX »

To all TShips modders. What causes Mammoths to replace a ship ingame?

Say I created a Terran Valkyrie Vanguard, why does the game spawn a Terran Mammoth Vanguard instead?

I know it's probably just a syntax error somewhere, but I'm buggered if I know which one :lol:
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
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Ketraar
EGOSOFT
EGOSOFT
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Post by Ketraar »

Mammoth is created when your input (type) is wrong and the game cant find the right one.

MFG

Ketraar
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Coruskane
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Post by Coruskane »

TrixX wrote:To all TShips modders. What causes Mammoths to replace a ship ingame?

Say I created a Terran Valkyrie Vanguard, why does the game spawn a Terran Mammoth Vanguard instead?

I know it's probably just a syntax error somewhere, but I'm buggered if I know which one :lol:
have a chit-chat with Drygar and Jack08; I believe they had some fun with mammoths for quite a while :D
Cycrow
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Post by Cycrow »

as ketraar says, if you shiptype is invalid, then it reverts to the shiptype of 0, ie the first ship in Tships, which happens to be the mammoth
project_mercy
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Player Galaxy Map & Sector Names/Sounds

Post by project_mercy »

So I'm building a custom map and I have a few questions.

1.) I'm wondering where the definition for the player's map (when you press ',') is stored, and/or how to fix it for my new map.

2.) When I get to editing that, I assume it has references to a Tfile for names and descriptions. I would like to create a new mov/.dat file with the sounds in them. I know mov/00044.xml defines the start/length of the normal 0001-L044 T file. If I were to create a new T file for my own galaxy, is there a way to link that up to a separate mov/*.xml file for my T file with a new .dat for sound? If so, how would I do that?

Thank you,
PM

Edit: Oh another quesiton

3.) Why, in the in-game script panel, if I edit a file externally in Exscriptor, and I click "reinit script cache" does it not update the scripts in-game. I thought that was the point on reinit scripts?
Coruskane
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Post by Coruskane »

1) to update the universe map using an existing save will require the use of MD and even then is limited to certain features: editing existing sectors is a no-go iirc. Look at what the Ego team did for ANH plot MD scripts for an example. If it is for a new game then you can just go ahead

2) no idea ;p. For normal text files it requires a script to get the engine to load them; it is possible that the same is also true for mov xml

3) How are you saving the Exscriptor files? Editing a script in the SE only edits a uncompressed version of the script, which will not persist as pck overwrites when loaded. So, you must save as .xml not as .pck. Other than that I dont know.

sorry for the half-answers
project_mercy
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Post by project_mercy »

Coruskane wrote:1) to update the universe map using an existing save will require the use of MD and even then is limited to certain features: editing existing sectors is a no-go iirc. Look at what the Ego team did for ANH plot MD scripts for an example. If it is for a new game then you can just go ahead
This is for a total conversion, so old saves wouldn't be useful. I just want to change it so "0,0" isn't Kingdom's End but, some other name & description I come up with. Also, sectors that don't normally exist in the game (say 10,10) don't actually show up on the player map, which causes a big issue.

I'm guessing I can probably hack up the page 7 entries for the current sectors and rename/redescribe them. The part that's the bigger issue is the player map. They're not relationally correct and you have missing sectors.
Coruskane wrote: 3) How are you saving the Exscriptor files? Editing a script in the SE only edits a uncompressed version of the script, which will not persist as pck overwrites when loaded. So, you must save as .xml not as .pck. Other than that I dont know.

sorry for the half-answers
Saving them as .xml. These are new scripts that I've created to help me during my galaxy editing. So I'll load the galaxy editor, run the script a few times, then tab out and edit the script, then come back in and load the script editor again and click "reinit script cache", but if I attempt to edit the file in the in-game editor it still has the original data for when I started the galaxy editor.

Half-answers are better than no answers! thanks :)


EDIT:

It would appear that the game auto-magically pulls {7,102XXYY} from the 0001-L0## appropriate language file where XX and YY is the X and Y position of the sector + 1.

That doesn't really dictate how it knows how to build the map though, which is.. wrong, due to how it's laying out sectors.

EDIT2:

Ok, I succeeded in appending to the end of 00144.dat and adding in new references in 00044.xml and getting betty to speaking new phrases (well, a version of Betty I concocted via sound forge), but I can't see releasing a new 00144.dat file with a mod, or explaining to someone how to cat the two files together, so I think I'll just stick with creating new entries to 00044.xml that let's me hack out chunks of the current soundfile to make new words.

I'm still super interested if someone can explain to me how to fix the in-game map for my new galaxy.
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TrixX
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Post by TrixX »

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.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson

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