Where do I find the jobs tasks ? (resolved - and this is worth documenting !)
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Where do I find the jobs tasks ? (resolved - and this is worth documenting !)
I'm trying to get a job started, but the ships dont have any guns loaded.
I suspect its because the job itself is usually done by a goner ship which dont carry any.
But where do I find the script that creates the jobs to check if guns are spawned in the ship or not ?
In particular, I'm trying to use the goners preach task. I thought I might need to duplicate it into a new task and enable the guns.
Anyone any ideas about this ?
I suspect its because the job itself is usually done by a goner ship which dont carry any.
But where do I find the script that creates the jobs to check if guns are spawned in the ship or not ?
In particular, I'm trying to use the goners preach task. I thought I might need to duplicate it into a new task and enable the guns.
Anyone any ideas about this ?
Last edited by apricotslice on Sat, 1. Aug 09, 07:12, edited 1 time in total.
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As far as I can tell, job ships are spawned using the same as 'add default equipment' script command, but it's hardcoded. I'm not entirely clear what you are doing - you mean you've modded jobs to add some new preachers but using different ships, and those ships are being spawned without guns? Or you've written a script to spawn ships then started the preach job script on them explicity?
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I've always had the sneaking suspicion that the equipment that job ships spawn is dependent on the player fight level (but this is a baseless guess)
But given that jobs are essentially scripts, I think it would probably be best if you just write a script to equip the ships, into the actual job script (or called from it or w/e)
But given that jobs are essentially scripts, I think it would probably be best if you just write a script to equip the ships, into the actual job script (or called from it or w/e)
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Which was my basic question !s9ilent wrote:But given that jobs are essentially scripts, I think it would probably be best if you just write a script to equip the ships, into the actual job script (or called from it or w/e)
Where are the job scripts ? I cannot find any correlation between ships and job commands.
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They are referenced in the jobs file?
E.g. The script for this one (the top most one) is trade.docktrader. Although... I don't know where the ! at the front went... (And the !trade.docktrader is in the scripts folder, possibly in a cat/dat, I'm not to sure any more as I unpacked all of mine)
*edit* ahh I see, sorry
if the jobs file says xxxx, then the script is called
"!job.xxxxxxxxxxxxxx"
So that one is "!job.trade.docktrader"
I suspect that the ! isn't required for custom job scripts
*edit2* Although... I have no idea what the "script: config" does (as mentioned in the X3 editor 2. As job scripts don't use arguments
E.g. The script for this one (the top most one) is trade.docktrader. Although... I don't know where the ! at the front went... (And the !trade.docktrader is in the scripts folder, possibly in a cat/dat, I'm not to sure any more as I unpacked all of mine)
*edit* ahh I see, sorry
if the jobs file says xxxx, then the script is called
"!job.xxxxxxxxxxxxxx"
So that one is "!job.trade.docktrader"
I suspect that the ! isn't required for custom job scripts
Code: Select all
(all);200;2;trade.docktrader;0;10003;0;0;1;0;0
;0;0;2;15;2;2700;-1;0;0;1;1;0;0;0;0;0;1;0;0;1;1
;1;1;1;0;0;0;0;0;0;0;1;1;0;1;0;0;1;0;0;0;0;0;0;
0;0;0;1;-1;-1;20;1;0;0;1;1;0;1;0;-1;-1;0;0;1;0;0;
2;0;80;80;40;0;1;1;1;1;1;0;0;0;0;0;0;0;60;40;1;0
;0;0;0;0;1;1;1;0;0;0;0;0;0;0;0;80;40;40;30;0;0;0;0;
1;1;0;1;0;0;0
*edit2* Although... I have no idea what the "script: config" does (as mentioned in the X3 editor 2. As job scripts don't use arguments
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Odd, winrar didnt do it. Must be a setting I'm not using.
I did just get modmanager to do it for me though.
Thanks anyway.
Edit :
That gave me the movement scripts, but not anything about creating the ships themselves. The scripts seem to assume the ship already exists.
I guess I could modify that to load guns if its my ship type.
I did just get modmanager to do it for me though.
Thanks anyway.
Edit :
That gave me the movement scripts, but not anything about creating the ships themselves. The scripts seem to assume the ship already exists.
I guess I could modify that to load guns if its my ship type.
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YES ! *punches air in sheer delight*
I had a "I wonder what this is ?" moment followed by an "aha" moment.
In jobs.txt, there is a field called "Config script", which by default is 0.
If you type a script name into there, (eg bob), you then create a !config script of the same name (eg !config.bob) and it will then execute that script at the same time it creates the ship. Viola ! Added in the guns it wasnt adding before. And yes, they fire very nicely, including the turrents.
I love it when a plan comes together.
I had a "I wonder what this is ?" moment followed by an "aha" moment.
In jobs.txt, there is a field called "Config script", which by default is 0.
If you type a script name into there, (eg bob), you then create a !config script of the same name (eg !config.bob) and it will then execute that script at the same time it creates the ship. Viola ! Added in the guns it wasnt adding before. And yes, they fire very nicely, including the turrents.
I love it when a plan comes together.

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What I did was add a custom ship to the game, the Apricot Wanderer. It has the same script task as the Goners, but if attacked, it will defend itself, and the pilots fighting skill is high and the guns are lethal. These spawn randomly, but quite often, and go about their task of keeping the Nav maps up to date, an update of which is given to the player each time they start the game. Like the goner, they wander about all over the place for no apparent reason, and between them criss cross known space pretty regularly.
The hard part was giving them guns, but once I solved that, they really kick a*se !
I watched one take out a good chunk of a Xenon sector before I stopped them spawning there. But if one wonders in there, the Xenon better watch out. They make no attempt to seek out enemies, but will turn and attack if attacked.
The biggest threat to them is colliding with too many ships
We at the Apricot Mapping Service just want to be left alone to get on with our mapping work, but if someone attacks, we are rigged to survive !
The hard part was giving them guns, but once I solved that, they really kick a*se !

I watched one take out a good chunk of a Xenon sector before I stopped them spawning there. But if one wonders in there, the Xenon better watch out. They make no attempt to seek out enemies, but will turn and attack if attacked.
The biggest threat to them is colliding with too many ships

We at the Apricot Mapping Service just want to be left alone to get on with our mapping work, but if someone attacks, we are rigged to survive !
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ok trying to track down the Observes editor to add battlestars on patrols but cant find it to download it. somebody tell me where to look. I wish the forums came with a search bar. I had to use google to find this.
The skunk really is a bare bones model. It doesn't even have a GPS to highlight the way. Or targeting software MK 2 to allow target selection and painting from the sector map. It lacks a Trading System Extention to show prices in the sector you are in. The lack of satellites in rebirth is also annoying to the trader/pirate looking for a mark.
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It is on my download site, and it is listed in the main download sticky at the top of this forum, in the tools section.
Edit : Ok, good point, its not in the sticky thread.
Edit2 : I've asked why not in the submissions thread. All the main tools should be listed there imo.
Edit3 : Tutorials and Resources sticky.
Edit : Ok, good point, its not in the sticky thread.
Edit2 : I've asked why not in the submissions thread. All the main tools should be listed there imo.
Edit3 : Tutorials and Resources sticky.
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You mean your superbox submissions... well I went and downloaded them. And opened Apricotslice Superbox\X3TC Mods-Scripts\ I know I am looking for the file X3TC-Observe-Jobs-Editor-jobs_105 or Observes editor. And I would love to download it if it were here or in your superbox submissions so I could get the ball rolling on my plans to eventually cap a battlestar and set up patrols for them. However much longer will I have to chase this file... X3TC-Observe-Jobs-Editor-jobs_105 or Observes editor
Im not sure what imo means.
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Apache/2.2.15 (Unix) mod_
however I have determined that it is not here or in your superbox submissions
Im not sure what imo means.

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gaidienkaid-08.zip
image006.jpg
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setup.apricot.ships.in.shipyards.xml
start.xml
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voda-qk2.gif
x3banner.jpg
Apache/2.2.15 (Unix) mod_
however I have determined that it is not here or in your superbox submissions
The skunk really is a bare bones model. It doesn't even have a GPS to highlight the way. Or targeting software MK 2 to allow target selection and painting from the sector map. It lacks a Trading System Extention to show prices in the sector you are in. The lack of satellites in rebirth is also annoying to the trader/pirate looking for a mark.
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it had two setups. I ran the bigger one because I guessed it must be better since it has more code at 486 KB. This is what it feels like not having the directions to make a new spawned ship... (battlestar spawning with Flack Artilary Array, MARS "random # of 2 GJ shields auxillary weopons" and Photon Pulse Cannons) run a patrol from "random sector" with "random # of fully equipped Mark 2 and 4 fighters and raptors" with orders to "protect ship" their turrents set to "missle defence" to nearest xenon sector....
I just realized that with my only slightly above average intellect I just took on script writing. At least I'll be able to give Killerog something he can put in his ship pack. My brother is a Computer Programmer major so maybe if I'm really nice he will help me figure it out if I can at least pretend to know how to use the program.
Is there a PDF with all the instuctions written down? It looks like I found something to do for the next few days. Something as vauge as the factory X2 manual will do. I know from experiance if it's enough to grasp how to use it and what said control does i can figure out the whole program a piece at a time.
I also thought I could just downlad the full conversion and move the files that make the ships fly around the universe into the X3 directory. Would that work? How would I know which files to move? I don't want to break the plot. I actually like the plot.
respectfully, Reeves

Is there a PDF with all the instuctions written down? It looks like I found something to do for the next few days. Something as vauge as the factory X2 manual will do. I know from experiance if it's enough to grasp how to use it and what said control does i can figure out the whole program a piece at a time.
I also thought I could just downlad the full conversion and move the files that make the ships fly around the universe into the X3 directory. Would that work? How would I know which files to move? I don't want to break the plot. I actually like the plot.
respectfully, Reeves
The skunk really is a bare bones model. It doesn't even have a GPS to highlight the way. Or targeting software MK 2 to allow target selection and painting from the sector map. It lacks a Trading System Extention to show prices in the sector you are in. The lack of satellites in rebirth is also annoying to the trader/pirate looking for a mark.