[Docn] Director Start.xml
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- apricotslice
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Hello. Just now read where you were asking this question.apricotslice wrote:If you wanted to add in a specific station in a specific sector, with say a specific set of wares that it sells (non-player), how would you do that ?
1. Make entry in "mdfiles" wheatfarm_1 (if this is name of file you want to name it).
2. Add in mod using ModManager under "director".
You may want to change the gamestart number in the code due to this is a gamestart I made.
If you want to use it for testing purposes without placing it inside of mod, place it in director directory. You can also comment out the gamestart line if you wish. You and anyone else has my permission to change it around any way you wish. Enjoy.
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<?xml version="1.0" encoding="ISO-8859-1" ?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="test" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd">
<documentation>
<author name="Stu Austin" alias="Stu Austin" contact="http://www.egosoft.com" />
<content reference="Factory" name="Factory" description="Simple 'factory' template" />
<version number="1.0" date="3-24-2008" status="development" />
</documentation>
<cues>
<cue name="create_wheat1">
<condition>
<check_all>
<check_value value="{player.gamestart}" exact="107" comment="The exact equals to gamestart number."/>
<check_age value="{player.age}" min="60s" />
</check_all>
</condition>
<action>
<do_all>
<load_text fileid="7005"/>
<find_sector x="1" y="3" name="argonprime" comment="Finds Argon Prime and assigns a name which can be used later" />
<create_station name="this.Wheatfarm" typename="SS_FAC_R214_1" class="factory" textid="5900">
<position x="10km" y="10km" z="10km" comment="position of the factory in the spawned sector"/>
<sector sector="argonprime"/>
</create_station>
<set_owner object="this.Wheatfarm" race="argon"/>
<add_equipment object="this.Wheatfarm">
<ware typename="SS_SHIELD_E" exact="15" comment="15x1mj shield"/>
</add_equipment>
<set_shield object="this.Wheatfarm" exact="90"/>
<add_resources object="this.Wheatfarm">
<ware exact="25000" typename="SS_WARE_ENERGY"/>
</add_resources>
<complete_cue cue="create_wheat1"/>
</do_all>
</action>
</cue>
</cues>
</director>
Last edited by Stu Austin on Wed, 25. Mar 09, 02:39, edited 1 time in total.
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- apricotslice
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Got it. I had to add
and
Had a file called 7005-L044.xml with this code in it:
The file 7005-L044.xml goes into the "t" folder. I'm not up to speed yet on t files and don't know too much about them yet. But this will put you in the ball park. There are threads somewhere on making t files.
Basically when the file 7500 is loaded, the text id in the create_station portion will look at the entry "5900" and put the name in for you. I used Joe's Grain Supply as an example.
Hope this helps. I did edit my above code to show these changes. If you or anybody else wants to use the stock name of the station, just delete the added code entrys.
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<load_text fileid="7005"/>
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textid="5900"
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<?xml version="1.0" encoding="utf-8" ?>
<language id="44">
<page id="17" title="Boardcomp.objects" descr="" voice="yes">
<t id="5900">Joe's Grain Supply</t>
</page>
</language>
Basically when the file 7500 is loaded, the text id in the create_station portion will look at the entry "5900" and put the name in for you. I used Joe's Grain Supply as an example.
Hope this helps. I did edit my above code to show these changes. If you or anybody else wants to use the stock name of the station, just delete the added code entrys.
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- apricotslice
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- apricotslice
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One thing to consider about adding wares to the startup ship. If you add the unfocus drive, the Goner plot will not trigger and the Goner Temple does not get built. The Goner ship Ozias in Elisium of Light will still have the "Mission" icon "Book" above it. I just found this out last week.
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- apricotslice
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Can't seem to unlock the Yaki start (editing startfiles)
Was browsing the forums for tit and tat and noticed the "hidden" Yaki start and instructions on how to reinsert it into the game. However this has not worked for me, so I was wondering if anyone else has had trouble doing this with 2.0?
I've done the following.
- Changed my regedit entry to FFFF which unlocked all of the other starts.
- Unpacked the start.xml file from 03.pak and edited it but using that one removed ALL starts.
- Found another one in 07.pak that already had Yaki "unlocked" and tried using that but no luck either.
(I'm making an L/true, folder btw.)
I've done the following.
- Changed my regedit entry to FFFF which unlocked all of the other starts.
- Unpacked the start.xml file from 03.pak and edited it but using that one removed ALL starts.
- Found another one in 07.pak that already had Yaki "unlocked" and tried using that but no luck either.
(I'm making an L/true, folder btw.)
Re: Can't seem to unlock the Yaki start (editing startfiles)
Where were those instructions? Imagine someone else finding those instructions and failing the same way that you did. Even if you get help, the next fellow is not likely to find your thread and then the problem has to be solved again and again.Illanair wrote:Was browsing the forums for tit and tat and noticed the "hidden" Yaki start and instructions on how to reinsert it into the game.
I did merge your thread to a thread that serves as tutorial for modifying starts, and is thus easy to find via sticky. Now, if solution is found for you, it might improve this tutorial at the same time, and save a few gray hairs in the future.
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Question regarding Missions
Hello all, I am new to the X-Universe and I noticed that in the custom game, you automatically start out as Argon. Is there a file I can modify or a script that has been made that would allow me to start a custom game as Terran? Thanks in advance for your help....cheers
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We do have sticky threads, such as [url=http://forum.egosoft.com/viewtopic.php?t=216693]TC Tutorials[/url]. One link in it is called 'Start.xml' by apricotslice. Intuitive name or not, that thread talks about changing the parameters of game-starts.
For utmost inconvenience this thread now merges to the above-mentioned thread.
For utmost inconvenience this thread now merges to the above-mentioned thread.
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LOL, thanks jlehtone, I was wondering where my post went I had a look around in the start.xml and all I saw in there were the plot game starts and not the custom game start. The one I looked through was in 03.cat, could the one governing custom starts be in one of the later .cat files? Thanks again for the help.
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Has anyone ever attempted to add one of the plots to the custom game?
hyades wrote:I chose custom game start, well into it and all ( silly me!! ). Can I following the provided advice & add the storyline?, without a full restart.
apricotslice wrote:No, I think you need to restart.
I'm new to this, so forgive me if I'm grossly ignorant, but what if I wanted to try to make such a thing possible anyway. What would be the easiest way to go about making one or more of the various plots available in my already well underway custom game. Or at least ruling out the possibility so I can say for sure that it's impossible.
I'm not sure that it matters, but I'm playing X3 TC
Last edited by NewnotesJR on Tue, 19. May 09, 10:51, edited 1 time in total.
What game is this, uh, ohhhh, I see, it's that game, the one with the good guy, the bad guy and the good guy wins . . . if you play as the good guy that is.