sometimes when I right-click on the link to "save link as" it comes up as xspd.cgi
If I just cancel and re-save it it comes up as xsp, so that's ok.
Thanks to Cycrow's Plugin Manager, they install easily too

Thank You.
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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exact="#"
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<create_ship typename="SS_SH_A_M3" race="player" dockobject="this.BSG01" exact="45">
<sector x="0" y="10"/>
<position x="0" y="0" z="0" min="20km" max="30km" height="10km"/>
<equipment>
<ware typename="SS_SHIELD_C" exact="6" comment="25mj shield"/>
<ware typename="SS_WARE_TECH277" exact="1"/>
<ware typename="SS_WARE_LIFESUPPORT" exact="1"/>
<ware typename="SS_WARE_SW_EXPLORER" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SW_SPECIAL_1" exact="1"/>
<ware typename="SS_WARE_TECH241" exact="1"/>
<ware typename="SS_LASER_MAM" exact="6"/>
<ware typename="SS_WARE_TR_TECH7" exact="30"/>
</equipment>
</create_ship>
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<do_all min="45" max="45">
<create_ship typename......
....
</do_all>
No, you can't. Object names are always on page 17 - for the game.17 to another number
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<page id="17">
<t id="50000">OBJECT NAME</t>
<t id="50001">OBJECT DESCRIPTION</t>
</page>
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<t id="50000">OBJECT NAME</t>
<t id="50001">OBJECT DESCRIPTION</t>
The only limit is in the Tships file and that's "999999999".Argonaught. wrote:Thanks for the info ScRaT_GER.
I'll use 17 then. I already knew about an item needing 2 id's, one for name and other for decription.
One extra Q onWhats the numerical limit for t id=Code: Select all
<t id="50000">OBJECT NAME</t> <t id="50001">OBJECT DESCRIPTION</t>
I know the text file itself has to be between 7000 and 9999, checked what was being used in the scripts/mods sticky.
Info appreciated as always![]()
Argo.
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<cues>
<cue name="LoadText">
<action>
<do_all>
<load_text fileid="9555-L044"/>
</do_all>
</action>
</cue>
</cues>
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<reset_cue cue="LoadText"/>
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load text: id=9555
Had a script before, but since I can't get to grips with the script editor for creating anything other than a text file load, I figured i'd play with the MD instead and do everything the MD way as it's a lot more friendly to noobs like meScRaT_GER wrote:Is there anything that argues against using a simple setup script with the following content:Greetings,Code: Select all
load text: id=9555
ScRaT
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<cue name="Topleveltestcue" delay="2s">
<condition>
<check_value value="{player.name}" exact="activate"/>
</condition>
<action>
<do_all>
<load_text fileid="xyz"/>
<incoming_message author="debug" text="textfile loaded"/>
</do_all>
</action>
<cues>
<cue name="Testsubcue">
<condition>
<check_value value="{player.name}" exact="reset"/>
</condition>
<action>
<do_all>
<reset_cue cue="Topleveltestcue"/>
<incoming_message author="debug" text="cue reseted"/>
</do_all>
</action>
</cue>
</cues>
</cue>
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<create_ship name="angel1" capturable="1" class="tp" race="none" typename="SS_SH_B_TP_SPECIAL">
<position x="-10km" y="10km" z="-10km"/>
<sector x="1" y="2"/>
<equipment>
<ware typename="SS_WARE_LIFESUPPORT" exact="1"/>
<ware typename="SS_WARE_SOLDIER_2" min="5" max="10"/>
</equipment>
<command command="none"/>
<hull min="5" max="60"/>
</create_ship>
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<create_crate name="Special" secret="0" invincible="1">
<position x="-11km" y="10km" z="-11km"/>
<sector x="1" y="2"/>
<ware min="6" max="10" typename="SS_WARE_SOLDIER_2"/>
</create_crate>
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$ships = get ship array: of race null class/type={Bigship}