[Discussion] Generic X3TC S&M questions II

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

Planets in Kingdom End are

SS_PL127
SS_PL89
SS_PL58

note that the subtype in the ingame GE is lower in 1

MFG

Ketraar

EDIT: exactly, but its not a problem, its just like that.
Image
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

:( It still doesn't work. I tried it on packed and unpacked version of the game. Here's the code that I used:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="planet_fix" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd">
  <cues>
    <cue name="khaak_fix" comment="its imperative that you use a custom name">
      <condition>
        <check_all>
          <check_value value="{player.name}" exact="fix2" comment=""/>
        </check_all>
      </condition>
      <timing>
        <time exact="2s"/>
      </timing>
      <action>
        <do_all>
          <find_object group="this.broken1" category="planet" typename="SS_PL127">
            <sector x="0" y="0"/>
          </find_object>
          <find_object group="this.broken1" category="planet" typename="SS_PL89">
            <sector x="0" y="0"/>
          </find_object>
          <find_object group="this.broken1" category="planet" typename="SS_PL58">
            <sector x="0" y="0"/>
          </find_object>
           <destroy_group group="this.broken1" explosion="0"/>
        </do_all>
      </action>
    </cue>
  </cues>
</director>
Kenraar, am I missing something?

Edit: Maybe it should be done through <alter_sector> ?
Last edited by Igor.tverd on Thu, 25. Mar 10, 19:05, edited 1 time in total.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

Nope seams fine to me, will have to check once I get home. I'll have to run some tests and let you know.
I'm now officially intrigued about why this does not work. :?

MFG

Ketraar
Image
User avatar
EmperorJon
Posts: 9378
Joined: Mon, 29. Dec 08, 20:58
x3tc

Post by EmperorJon »

Just an MD quickie:

Is there actually anything you download to type up MD scripting, or do I just learn it and XML it.

Because if it's the latter, I'm game! I feel like a few missions might add to some of my Plugins, released and planned. (All 2 of them. 3 if you count AG :roll: )
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
User avatar
Alee Enn
Posts: 2575
Joined: Sat, 28. Mar 09, 16:03
x4

Post by Alee Enn »

Q. Is the script code used in the game similar or HTML or another code,
or is it a code language unique to the X games ?
Formerly "Alien Tech Inc."
User avatar
ScRaT_GER
Posts: 1962
Joined: Tue, 8. Jan 08, 18:19
x3tc

Post by ScRaT_GER »

Is there actually anything you download to type up MD scripting, or do I just learn it and XML it.
I'm not quite sure what you mean by "or do I just learn it and XML it.", but I'll try to answer anyways:
You can code MD Missions with any text editor you like. Some are more suited (my favourite is Microsofts Visual Web Developer, because it supports .xsd files), some are less suited (the Editor for example).
There is no ingame MD code editor.
Q. Is the script code used in the game similar or HTML or another code,
or is it a code language unique to the X games ?
The syntax of the script language used in the X games is a mixture of many different programming languages, so there is nothing comparable, especially not HTML or any other markup language.
If you want to see code, just open a script with a web browser, which supports XML stylesheets (e.g. Firefox). This only works, if you have the x2script.xsl in your "scripts" directory (which should be the case).

Greetings,
ScRaT
User avatar
EmperorJon
Posts: 9378
Joined: Mon, 29. Dec 08, 20:58
x3tc

Post by EmperorJon »

I meant, do you just learn all the commands to type in.

Anyway. Yes is the answer.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

EmperorJon wrote:I meant, do you just learn all the commands to type in.

Anyway. Yes is the answer.
Go here it's in the X3R forum, it's the main MD files links you'll need.

HTH

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

MD help,

This code creates the station at the co-ordinates but it always spawns without the products.
I can't see where it's wrong.

Code: Select all

<create_station race="goner" typename="SS_DOCK_A_EQUIP" name="Goner Equipment Dock">
              <position x="5" y="5" z="5"/>
              <sector x="8" y="8"/>
              <equipment loadout="default"/>
              <products>
                <ware typename="SS_WARE_BEAMING" exact="8"/>
                <ware typename="SS_WARE_TECH209" exact="50"/>
                <ware typename="SS_WARE_WARPING" exact="2"/>
                <ware typename="SS_WARE_L_A" exact="1"/>
              </products>
            </create_station>
I'm creating this because the Goner Temple in my Game has no products and I already tried to add product to the station but it didn't work so though I'd try with creating an EQ for them.

The sector is just for testing atm and if I'd gotten it to work I would have placed it in Elysium of Light.

Using Cycrows cheats I can get them in but not with the MD code :( .

All help appreciated,

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
User avatar
ScRaT_GER
Posts: 1962
Joined: Tue, 8. Jan 08, 18:19
x3tc

Post by ScRaT_GER »

I'm not sure, but maybe the <products> node only works for products, which are already in the stations product list, so it can't be used to add products.
Try using the <add_products> node instead, after you created the station.

Greetings,
ScRaT
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

Ok will give that a go and see what happens.

Thanks scrat.

Argo
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

Creating docks via MD does not work... (yet ;-))

Neither products nor any other ware node will work.

MFG

Ketraar
Image
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

Ketraar wrote:Creating docks via MD does not work... (yet ;-))

Neither products nor any other ware node will work.

MFG

Ketraar
Ketraar, any news on the planet deletion problem? I tried it in couple other sectors with other planets, still no result.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

Sorry no news, I did got around to test it last night, RL got in the way.

Don't worry though I'll look into it, once I do I'll post here.

MFG

Ketraar
Image
User avatar
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

Ketraar wrote:Creating docks via MD does not work... (yet ;-))

Neither products nor any other ware node will work.

MFG

Ketraar
The yet bit means that there's a possibility of it working then? :)

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
:thumb_up:
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

Hi again, I got another one of my MD questions. How would I go about removing ware from dock with MD?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
jlehtone
Posts: 22477
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Can MD call a script? Script can remove ware/resource/product.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

jlehtone wrote:Can MD call a script? Script can remove ware/resource/product.
I would prefer to do it 100% with MD. Basically if MD has any common sence there should be something like <remove_ware> command or something similar.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Sam L.R. Griffiths
Posts: 10522
Joined: Fri, 12. Mar 04, 19:47
x4

Post by Sam L.R. Griffiths »

Ok, after doing some searching... and trying to ask some friendly worms in my garden if they know :P... I am still searching for an answer to the following question:-
  • If you are providing a Custom Ware with your script, is there any way of NOT having to include the whole TWareT file?
Everytime I have tried so far to provide a TWareT file with only my changes the game throws a hissy fit and forgets about it's other wares. :headbang: :gruebel:
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

It's how X3 modding works. There are no half files. Only THE file or not THE file.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”