Asteroid creation script?
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Asteroid creation script?
I'm looking to play around in creating some complexes with mines and was wondering if there is some type of asteroid creation script (or how to create one) that would allow the user to specify where to place an asteroid and it's yield/type?
I'm having trouble getting that script to work. Why does it ask for a ship or station?
When I do manage to create something, it's labelled readtext something (can't remember exactly) and has no model. Though I can scan it. It doesn't seem to actually replace the asteroid you select.
Is it possible this is an X2 script?
When I do manage to create something, it's labelled readtext something (can't remember exactly) and has no model. Though I can scan it. It doesn't seem to actually replace the asteroid you select.
Is it possible this is an X2 script?
Thanks, but I'm also having some trouble with it. I tried hard-coding the positions/asteroid type as well but I don't think the create asteroid function is working? (is there a language manual for the scripting language for X3?)Lothmorg wrote:Here.
Ok, after some playin it appears the original script needs to have the create asteroid:type=1 not =4 for it to work properly (is there a rosetta stone anywhere that enumerates all the types?)
Anyway, also tried to change this from var/asteroid to var/position so I can pick where to place it (as someone already stated this just replaces the current asteroid with a new one). But when I did this I can pick a position but then nothing at all happens? When I change it back to var/asteroid I can pick an asteroid and have it replaced.
Something else is set up differently by the var type besides just the x,y,z positions?
Anyway, also tried to change this from var/asteroid to var/position so I can pick where to place it (as someone already stated this just replaces the current asteroid with a new one). But when I did this I can pick a position but then nothing at all happens? When I change it back to var/asteroid I can pick an asteroid and have it replaced.
Something else is set up differently by the var type besides just the x,y,z positions?