[SCRIPT] Player Workshops V2.0 [28.07.2009]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 158
- Joined: Thu, 10. Jul 08, 09:10
ogamerdg
You must dock something with ED first, than look for the command in Console of docked ship.
How to get rid of ReadText...
Unpack language files somewhere (not in "t" folder). You can see the last 2 digits in it's name? It is language code of file. Then open lang.dat in your game directory with text editor (i. e. WordPad, Blocknote). There is a number there. It's your language code. Remember it. Return to unpacked lang files. Find one with digits 44 (it is English). Change ist's last digits (after L) to your lang. code (there always must be 3 digits, so lang code "7" would be "007"). Save. Now open the file with text editor. See second line? <language id="44"> . Change the number to your lang code (you don't need to add ant nulles here, so "7" would be just "7"). Save, done, copy file to "t" folder.[/b]
You must dock something with ED first, than look for the command in Console of docked ship.
How to get rid of ReadText...
Unpack language files somewhere (not in "t" folder). You can see the last 2 digits in it's name? It is language code of file. Then open lang.dat in your game directory with text editor (i. e. WordPad, Blocknote). There is a number there. It's your language code. Remember it. Return to unpacked lang files. Find one with digits 44 (it is English). Change ist's last digits (after L) to your lang. code (there always must be 3 digits, so lang code "7" would be "007"). Save. Now open the file with text editor. See second line? <language id="44"> . Change the number to your lang code (you don't need to add ant nulles here, so "7" would be just "7"). Save, done, copy file to "t" folder.[/b]
Think I found a pretty nasty bug. Setting the workshop to automatically outfit ships of a given class, I found my HQ continuosly applying the same upgrades to docked ships, even if they were already maxed. Took me 100-ish million credits lost to find the issue Disabling the auto upgrade remove the problem and the mod remains fairly useful, but still, better fix up the thing.
Sweet addition. You have done a lot in a short time. I'm going to use this.
If you want to go fast, go alone.
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
If you want to go far, go together.
Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
Kudos! That took a lot of the pain out of equipping my wing of Solanos.
PSCO1 Cockpits | lowpolyroids-2.04 | Satellite Early Warning Network | Station Camper | Universal Best Buys/Sells | Invasion Warnings | ResizedAldrinBigRock | Equipment R&D | Lowpoly Complex Tubes | Mobile Ship Repairs | Player Workshop | Marauder Shipyard
Hmm ... I set up auto-equip also, but haven't seen that behavior.xenos84 wrote:Think I found a pretty nasty bug...I found my HQ continuosly applying the same upgrades to docked ships...
I should add that I don't have my HQ yet. I added {M7 2027} to the dock check so that my Panther could equip a few squadrons of Solanos. That was easy, even for a scripting virgin.
However, I did want a report detailing how many credits my Panther was spending to equip ships -- that was a little tougher. I've spent the last couple of weeks playing with the scripts instead of playing with the game, and I've managed to implement a couple of different report types. One report type tells me what the auto-equip dock spends on each individual ship (this might be useful sometimes, but can also generate a lot of message spam). The other report type just gives me a summary of the total number of ships equipped and the total cost.
Since I haven't actually been playing recently, the longest I've let the Panther sit with those Solanos in its belly is 10-to-20 minutes, but in that time interval it hasn't tried to re-equip the Solanos.
Maybe it's just a bug with the HQ?
PSCO1 Cockpits | lowpolyroids-2.04 | Satellite Early Warning Network | Station Camper | Universal Best Buys/Sells | Invasion Warnings | ResizedAldrinBigRock | Equipment R&D | Lowpoly Complex Tubes | Mobile Ship Repairs | Player Workshop | Marauder Shipyard
Great script, but just from the first hour of using it I've found that...
It doesn't seem to work on Terran ships (tried it on the Osaka and Vidar). The list of software upgrades is nada. Had to buy them on my Python or HCP and transfer it to my other ships.
Under ship command was hard to find, =P.. took me a while, is it really hard to put it under a new station tab?
Gotta say great script, made my EQ dock actually worth something other than a garage... =)
It doesn't seem to work on Terran ships (tried it on the Osaka and Vidar). The list of software upgrades is nada. Had to buy them on my Python or HCP and transfer it to my other ships.
Under ship command was hard to find, =P.. took me a while, is it really hard to put it under a new station tab?
Gotta say great script, made my EQ dock actually worth something other than a garage... =)
its not on the stations themselves, its in the ship command menu.danichols wrote:Hi Pelador, I install your script from the superbox it came with V2.0, so I installed with the plugin manager. How do I get a HQ or EQ to use this scrip, I have tried but I do not see the workshop option anywhere on any of my stations.
Thx in advance
Thx Catra for the help, sorry for the double post, but I cannot see the Workshop in the Command Console. I know that some of you are a bit more knowlegable in using the scrip than other, but for us that are not a bit more information other than it is in the cmd console would go a long way. Don't get me wrong I appreciate your repply, but we all have to learn some way and asking the questions is how some of us do it.
Install this:
http://forum.egosoft.com/viewtopic.php?t=218088
dock your ship at a station that you want to control with the workshop.
in your ship menu (navigation, combat, special, etc). look for workshop in one of the sub menus. I forget which one. Maybe under Special. Click on that and the workshop menu will open. it's pretty self explanatory.
If you do not install the menu system above, just go into the controls section and assign a hotkey to workshop. you can open it that way (dock at the station that you want to control...)
http://forum.egosoft.com/viewtopic.php?t=218088
dock your ship at a station that you want to control with the workshop.
in your ship menu (navigation, combat, special, etc). look for workshop in one of the sub menus. I forget which one. Maybe under Special. Click on that and the workshop menu will open. it's pretty self explanatory.
If you do not install the menu system above, just go into the controls section and assign a hotkey to workshop. you can open it that way (dock at the station that you want to control...)
Trade/Workshoprussbo wrote: dock your ship at a station that you want to control with the workshop.
in your ship menu (navigation, combat, special, etc). look for workshop in one of the sub menus. I forget which one. Maybe under Special. Click on that and the workshop menu will open. it's pretty self explanatory.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
-
- Posts: 110
- Joined: Thu, 3. Feb 11, 04:10
Could anyone teach me how to add new equipment in the setting menu?
I edit plugin.pelador.workshop.ref, but seems not work
EDIT:
I have solved it!
The following are steps to add new equipment into menu:
1. Edit "plugin.pelador.workshop.ref". Add a line for new equipment into $equipment array, you can copy existing one then edit, or insert a new one by yourself.
I edit plugin.pelador.workshop.ref, but seems not work
EDIT:
I have solved it!
The following are steps to add new equipment into menu:
1. Edit "plugin.pelador.workshop.ref". Add a line for new equipment into $equipment array, you can copy existing one then edit, or insert a new one by yourself.
- code form is $equipment [ array number ] = equipment.name
i.e.:Code: Select all
$equipment [ 32 ] = MARS - Motion Analysis& Relay System
- code form is $include [ array number ] = 0/1,
notice that 1=include, 0=disinclude.
i.e.:Code: Select all
$include [ 32 ] = 0
- The argument $no.equipment should be found in first 10 lines of follow script files:
- plugin.pelador.player.workshop
plugin.pelador.workshop.cfg
plugin.pelador.workshop.ref
- plugin.pelador.player.workshop
Hi great script !
I have been trying to add the functionality to M6 class (Hyperion) without much success I added :
To .player.dock.chk.xml at Lines 26 & 39
I gather I also have to add info to the <sval also and update each array size by 6 in the same file ?
Would that be correct or am I missing something ? since I cant seen to get it to work on my M6, the edits do not break the existing script either so I must be close ?
Thanks.
I have been trying to add the functionality to M6 class (Hyperion) without much success I added :
Code: Select all
or $class == M6 2026
I gather I also have to add info to the <sval also and update each array size by 6 in the same file ?
Code: Select all
<sval type="int" val="131074" />
<sval type="int" val="4" />
<sval type="int" val="12" />
<sval type="int" val="2026" />
<sval type="int" val="15" />
<sval type="int" val="0" />
Thanks.
Well so far I got it to work on existing M6 & M7's BUT if you spawn a new one or even a new TL or M1 then the "workshop" command is greyed out...
This is what I have so far :
And then further down in the same file :
There is 2 blocks with same code and I edited them both...
The fact that it works with existing ships means I'm on the right track here, there must be some other value I need to increment but not knowing what the other numbers in the sval list relate to is probably the reason why it wont work with a newly spawned ship...
Any help here greatly appreciated
This is what I have so far :
Code: Select all
Line 26
<line linenr="014" indent=" "><var>else if </var><text></text><var>$class == M1 2021 OR $class == TL 2032 or $class == M6 2026 or $class == M7 2027 </var><text></text></line>
Line 39
<line linenr="027" indent=" "><var>if </var><text></text><var>$class == M1 2021 OR $class == TL 2032 or $class == M6 2026 or $class == M7 2027 </var><text></text></line>
Code: Select all
<sval type="array" size="37">
<sval type="int" val="104" />
<sval type="int" val="-1610609147" />
<sval type="int" val="7" />
<sval type="int" val="131074" />
<sval type="int" val="4" />
<sval type="int" val="12" />
<sval type="int" val="2021" />
<sval type="int" val="15" />
<sval type="int" val="0" />
<sval type="int" val="131074" />
<sval type="int" val="4" />
<sval type="int" val="12" />
<sval type="int" val="2032" />
<sval type="int" val="15" />
<sval type="int" val="0" />
<sval type="int" val="131074" />
<sval type="int" val="4" />
<sval type="int" val="12" />
<sval type="int" val="2026" />
<sval type="int" val="15" />
<sval type="int" val="0" />
<sval type="int" val="131074" />
<sval type="int" val="4" />
<sval type="int" val="12" />
<sval type="int" val="2027" />
<sval type="int" val="15" />
<sval type="int" val="0" />
<sval type="int" val="15" />
<sval type="int" val="10" />
<sval type="int" val="7" />
<sval type="int" val="-1" />
<sval type="int" val="0" />
<sval type="int" val="-2" />
<sval type="int" val="10" />
<sval type="int" val="-4" />
<sval type="int" val="0" />
<sval type="int" val="-5" />
</sval>
The fact that it works with existing ships means I'm on the right track here, there must be some other value I need to increment but not knowing what the other numbers in the sval list relate to is probably the reason why it wont work with a newly spawned ship...
Any help here greatly appreciated
Still struggling to get this to work properly, I have been studying <sval> types and values in other scripts that deal with player ships and see similarities but blindly changing the values as one would expect has random catastrophic results at times...
A few pointers / help would be much appreciated guys please
A few pointers / help would be much appreciated guys please