[script] Asteroid Creator v1.2 (29/1/07)

The place to discuss scripting and game modifications for X³: Reunion.

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Gezron
Posts: 36
Joined: Thu, 14. Sep 06, 01:36
x4

Post by Gezron » Thu, 10. Jul 08, 08:38

Dead link, can anyone else rehost it?

Gliftor
Posts: 5
Joined: Sat, 20. Dec 08, 08:21

help making asteroids

Post by Gliftor » Tue, 30. Dec 08, 22:20

Does anyone know how to make asteroids or at least change there yield # and type?

Thanks in advance!

{Merged. jlehtone}

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zdan30
Posts: 262
Joined: Mon, 29. Jan 07, 14:20
x4

Post by zdan30 » Wed, 31. Dec 08, 01:55

Theres a script for this kind of thing

http://forum.egosoft.com/viewtopic.php?t=169667

Ive used it a few times and its very easy to use.
:)

NT78stonewobble
Posts: 43
Joined: Sat, 5. Nov 05, 11:43

Post by NT78stonewobble » Fri, 21. Aug 09, 15:41

Hmm I can't seem to get the script to work.

My X3:R is a steam installation and should be fully updated. AFAIK

I've got the following scripts / mods installed:

EMP mod
Anarkis Carrier Commands
Complex Cleaner
Factory Complext Constructor
LV's Cheats

Ezequeel
Posts: 86
Joined: Wed, 2. Aug 06, 07:39

Post by Ezequeel » Sat, 22. Aug 09, 01:43

To Fud: nice job this scripted saved me big time, now i can choose empty sectors and build.

Ezequeel
Posts: 86
Joined: Wed, 2. Aug 06, 07:39

Post by Ezequeel » Tue, 25. Aug 09, 15:15

Notice something odd to me but assuming its just me.

i never really paid any attention to the silicon factories before but since i install this Script i've been noticing the Time frame for production on silicon factories on each yield... Messed around at after noticing it to see.

From Silicon Mine L type 32 yield, Production Time -1 Minute and 13 seconds and under...
and Silicon Mine L type 40 or 50 Yield, Production Time -2 to 3 minutes...

call me stupid but i figured the higher the yield the better the production, specially the time frame on production as well. but its actually the opposite.

Shanjaq
Posts: 353
Joined: Sat, 3. Apr 04, 09:47
x3

Post by Shanjaq » Wed, 26. Aug 09, 07:36

How about turning this into a BBS mission, where a corporation with access to "long-range scanners" will pinpoint with some degree of accuracy, the coordinates of a "hidden" asteroid belt(really, it creates the asteroid belt on accept of the mission.)

It doesn't quite feel right to simply create an asteroid from my ship's interface :S

Great idea though!
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SPACE HAS A TERRIBLE POWER

tometheblue
Posts: 1
Joined: Sat, 11. Jun 11, 17:45
x4

Post by tometheblue » Sun, 17. Jul 11, 21:02

I hate to necropost on this but... it seems that the newer plugin installer will not work with this .spk :evil:. I was wondering if i could get anyone with the ability to do so to convert this into a newer format .spk that can be installed with the current tools available.

Haruka
Posts: 12
Joined: Wed, 28. Nov 12, 08:40

Post by Haruka » Wed, 13. Aug 14, 05:50

Forgive me if I'm just an idiot but it would seem that the link is dead, at least for me. Am I missing something or has it just been that long? Either way, if any one has the actual script I don't mind typing it up in game myself.
Arch-Matriarch of the High Order of the Advent

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X2-Illuminatus
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Post by X2-Illuminatus » Wed, 13. Aug 14, 11:47

Creating a asteroid with the Script Editor isn't that difficult, since there is a dedicated command for it: <RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number> (to be found in the General Object Commands). This article on xai-corp.net explains it and gives a basic example.
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Haruka
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Joined: Wed, 28. Nov 12, 08:40

Post by Haruka » Thu, 14. Aug 14, 10:45

Thanks, I've found the command, my main concern is finding out how to open up the map to position it. Think I've got something anyway but the speedy reply is much appreciated!
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