[Docn] Director Start.xml

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apricotslice
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Post by apricotslice » Wed, 14. Jan 09, 11:25

Did you get your copy of 0001 out of 06 ?

Are you getting all or any of your text details displayed ?

None of mine are showing, but the start works perfectly.

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Seathal
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Post by Seathal » Wed, 14. Jan 09, 11:28

apricotslice wrote:Did you get your copy of 0001 out of 06 ?

Are you getting all or any of your text details displayed ?

None of mine are showing, but the start works perfectly.
Yes to both. I get everything working fine but I get random ReadText messages on some places I didn't even touch.

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apricotslice
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Post by apricotslice » Wed, 14. Jan 09, 11:30

*sigh*

I'm beginning to feel like a trip into devnet is going to be in order.

Everyone be afraid, be very afraid ! :D

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Seathal
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Post by Seathal » Tue, 20. Jan 09, 00:37

apricotslice wrote:*sigh*

I'm beginning to feel like a trip into devnet is going to be in order.

Everyone be afraid, be very afraid ! :D
Any solution found yet?

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apricotslice
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Post by apricotslice » Tue, 20. Jan 09, 01:37

I've had a hypothesis, but no chance to test it.

I suspect the game when it first starts, looks at the 0001 file that is stored in the 03 cat/dat.

It occured to me that if a modified version of 0001 was put into the 03, then it might work. If it does, its not very helpful as far as distribution is concerned, but I do have an idea on that. First step is to confirm if the hypothesis is right or not.

I've pm'ed Observe to find out how he got his to work, but so far no answer.

Anyone want to quickly try this ?

The good thing about the 03 0001, is that its out of date, so changing it is not a hassell for the game itself.

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Post by hyades » Mon, 26. Jan 09, 20:55

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.
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apricotslice
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Post by apricotslice » Tue, 27. Jan 09, 01:17

No, I think you need to restart.

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Restart?

Post by hyades » Wed, 28. Jan 09, 02:35

Thanks, advice is good. Shall start over as i guessed
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Edited

Post by hyades » Wed, 28. Jan 09, 02:49

Edited ____ silly question (shall just restart)
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Stu Austin
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Post by Stu Austin » Wed, 25. Mar 09, 01:13

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 ?
Hello. Just now read where you were asking this question.
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. :)

Code: Select all

<?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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Post by apricotslice » Wed, 25. Mar 09, 01:21

Great stuff ! :D

Is there any way of actually naming a station using this ?

As in, if one drops in a PHQ, I'd like it to appear in the game as "Honest Bob's Hypermarket" or something like this.

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Post by Stu Austin » Wed, 25. Mar 09, 01:26

I'll get back to you shortly. I think it can be done. Let me check. :)
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Stu Austin
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Post by Stu Austin » Wed, 25. Mar 09, 02:54

Got it. I had to add

Code: Select all

<load_text fileid="7005"/>
and

Code: Select all

textid="5900"
Had a file called 7005-L044.xml with this code in it:

Code: Select all

<?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>
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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apricotslice
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Post by apricotslice » Wed, 25. Mar 09, 03:09

Brilliant . thanks :)

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Post by apricotslice » Wed, 25. Mar 09, 09:31

OP has been updated.

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Post by Stu Austin » Wed, 25. Mar 09, 14:47

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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Post by apricotslice » Wed, 25. Mar 09, 14:52

I'm pretty sure I had it on board when I did the the Goner Plot.

Are you sure this isnt a beta change ?

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Post by Stu Austin » Wed, 25. Mar 09, 15:01

I'm pretty sure. Let me go ahead and add it back in on one of my game starts and recheck it. Will be back shortly.
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Post by Stu Austin » Wed, 25. Mar 09, 15:25

I just double checked with it installed and not installed. It did trigger both ways.
Maybe I had something set different when it did not trigger the last time and in the process I corrected something without knowing it. :)
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Illanair
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Can't seem to unlock the Yaki start (editing startfiles)

Post by Illanair » Tue, 14. Apr 09, 20:51

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.)

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