Post Mission Director Code Here!

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
Argonaught.
Posts: 1827
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Argonaught. »

Separate Threads and posts containing MD code:

----------------------------------------------------------------------------------------------
Copied from: Tutorials and Resources

Mission Director (MD) ----------------------------------------------------------------------------------------------

Post:
Calling a script in MD by Ketraar
----------------------------------------------------------------------------------------------

Thread:
making your own sector? Question: by Sim108
----------------------------------------------------------------------------------------------

Thread:
How to change a name of non-vanilla sector? Question: by Falconek
----------------------------------------------------------------------------------------------

Thread:
Ship commands help Question: by Argonaught.
----------------------------------------------------------------------------------------------

Thread:
Stopping a MD script Question: by Killa17
----------------------------------------------------------------------------------------------

Thread:
start.xml - defined ships do not show up Question: by Igor.tverd
----------------------------------------------------------------------------------------------

Thread:
Changing custom map to vanilla map using MD Question: by Rednoahl
----------------------------------------------------------------------------------------------


More to follow as I find them.


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:
Stu Austin
Posts: 2283
Joined: Tue, 23. Dec 03, 22:32
x4

Post by Stu Austin »

On page 1 of this topic, post 7 of the page (my posting), why were all of the contents of the posting deleted without an explanation from the "person" who deleted its contents? :?
stu
Transcend Mod Team - AP, TC, Reunion
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

I have no idea, a guess would be either a moderator or yourself were editing and ended up re-saving it with no text by accident.

There's little chance any of us would delete without explanation
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
User avatar
Aro
Posts: 2770
Joined: Tue, 15. Jul 03, 00:35
x4

Post by Aro »

Don't mind me, just dumping some notes to sort out later.

Weapons
SS_LASER_PD - Plasma Burst Generator
SS_LASER_IRE - Impulse Ray Emitter
SS_LASER_PAC - Particle Accelerator Cannon
SS_LASER_PRG - Phased Repeater Gun
SS_LASER_EBC - Energy Bolt Chaingun
SS_LASER_FBL - Fragmentation Bomb Launcher
SS_LASER_PBE - Pulse Beam Emitter
SS_LASER_EMP - Electro-Magnetic Plasma Cannon
SS_LASER_CIG - Concussion Impulse Generator
SS_LASER_IPG - Ion Pulse Generator
SS_LASER_ESR - Ion Shard Railgun
SS_LASER_MAM - Matter/Anti-Matter Launcher
SS_LASER_PAL - Phased Array Laser Cannon
SS_LASER_PSG - Phased Shockwave Generator
SS_LASER_PPC - Photon Pulse Cannon
SS_LASER_IBL - Incendiary Bomb Launcher
SS_LASER_PSP - Point Singularity Projector
SS_LASER_PBC - Plasma Beam Cannon
SS_LASER_TUG - Tractor Beam
SS_LASER_IONC - Ion Cannon
SS_LASER_MASS - Mass Driver
SS_LASER_HEPT - High Energy Plasma Thrower
SS_LASER_IOND - Ion Disruptor
SS_LASER_GAUSS - Gauss Cannon
SS_LASER_MINING - Mobile Drilling System
SS_LASER_REPAIR - Repair Laser
SS_LASER_TRIBEAM - Tri-Beam Cannon
SS_LASER_FUSIONBEAM - Fusion Beam Cannon
SS_LASER_DUMMY1 - SPARE LASER 1
SS_LASER_DUMMY2 - SPARE LASER 2
SS_LASER_KH_ALPHA - Alpha Kyon Emitter
SS_LASER_KH_BETA - Beta Kyon Emitter
SSS_LASER_KH_GAMMA - Gamma Kyon Emitter
SS_LASER_FLAK_ALPHA - Flack Artillery Array
SS_LASER_FLAK_CLUSTER - Cluster Flack Array
SS_LASER_TERRANANTIFIGHTER - Starburst Shockwave Cannon
SS_LASER_TERRANANTIFIGHTER_1 - Prototype Starburst Shockwave Cannon
SS_LASER_EMP_1 - Experimental Electro-Magnetic Plasma Cannon
SS_LASER_MAM_1 - Prototype Matter/Anti-Matter Launcher

Ammo
SS_WARE_AMMUNITION_ALPHA - Mass Driver Ammo
SS_WARE_AMMUNITION_BETA - Eenrgy Bolt Chaingun Ammo
SS_WARE_AMMUNITION_GAMMA - Gauss Cannon Ammo
SS_WARE_TR_TECH7 - M/AM Ammo

Shields
SS_SHIELD_A - 1 MJ Shield
SS_SHIELD_B - 5 MJ Shield
SS_SHIELD_C - 25 MJ Shield
SS_SHIELD_D - 200 MJ Shield
SS_SHIELD_E - 1 GJ Shield
SS_SHIELD_F - 2 GJ Shield

(need to check in-game encyclopedia for categories)
Food

Tech

Minerals
SS_WARE_NIVIDIUM2 - Nividium
SS_WARE_SILICON - Silicon
SS_WARE_ORE - Ore

Code: Select all

Director Text
\n = New Line
\t = Indent/tab
\\ = \
< = <
> = >
[yellow][/yellow] = Change text color
[green][/green] = Change text color
[red][/red] = Change text color
[blue][/blue] = Change text color

{player.name} = Player name
[center][/center] = Center text

[select]m'kay[/select] = Make a custom confirmation
[select value='return']option[/select] = Make a custom confirmation with return value

\xxx = Octal ascii char?

{object.name@}
{object.sector.name@}
{actor.name@}
{{actor.voice@L2M41.Guide},841}
{sector.name@}
{actor.name@}
{group.object.count@{param@GroupName}}
X = {object.position.x.m@}m
Y = {object.position.y.m@}m
Z = {object.position.z.m@}m

{object.sector.name@L2M03 Scene 3.DefendObj}
{object.name@L2M03 Scene 3.DefendObj}

{lookup.type.name@SS_LASER_TUG}
{lookup.type.name@SS_WARE_LOGBOOK}
{object.name@L2M011.Aldrin Station}
{object.name@L2M011.Terran TL}

{lookup.race@terran}

{lookup.level@average}



<increment_statistic statistic="####"/> - Increase a player statistic
 5160 - Missions taken
 5170 - Missions completed


<reward_player>
  <money exact="{value@L2M101 Create St Offer.RewardCr}"/>
  <notoriety>
    <relation race="{value@L2M101.OfferRace}" exact="{value@L2M101.Notoriety}"/>
  </notoriety>
</reward_player>


Upgrades & Additions
SS_WARE_TECH213 - Engine Tuning
SS_WARE_TECH246 - Rudder Optimization
SS_WARE_TECH251 - Cargo Bay Extension
SS_WARE_TECH231 - SETA
SS_WARE_TECH241 - Docking Computer
SS_WARE_WARPING - Jumpdrive
SS_WARE_TECH275 - Mineral Scanner
SS_WARE_TECH276 - Freight Scanner
SS_WARE_BIOSCANNER - Bio Scanner
SS_WARE_TECH277 - Trading System Extension
SS_WARE_TECH242 - Video Enhancement Goggles
SS_WARE_BESTBUY - Best Buys Locator
SS_WARE_BESTSELL - Best Selling Price Locator
SS_WARE_BEAMING - Transporter Device
SS_WARE_LIFESUPPORT - Cargobay Life Support
SS_WARE_BOOST - Boost Extension
SS_WARE_SCANNER2 - Duplex Scanner
SS_WARE_SCANNER3 - Triplex Scanner
SS_WARE_SW_NAV_1 - Navagation Software MK1
SS_WARE_SW_TRADE_1 - Trade Command software mk1
SS_WARE_SW_TRADE_2 - Trade Command software mk2
SS_WARE_SW_NEW13 - Trade Command software mk3
SS_WARE_SW_FIGHT_1 - Fight Command software mk1
SS_WARE_SW_FIGHT_2 - Fight Command software mk2
SS_WARE_SW_SPECIAL_1 - Special Command Software
SS_WARE_SW_NEW2 - Software Signature Scrambler
SS_WARE_SW_NEW3 - System Override Software
SS_WARE_SW_SUPPLY_1 - Supply Command Software
SS_WARE_SW_EXPLORE_1 - Explorer Command software
SS_WARE_SW_PATROL_1 - Patrol Command Software
SS_WARE_SW_CARRIER_1 - Carrier Command Software
SS_WARE_L_A - Argon Police Licence
SS_WARE_L_B - Boron Police Licence
SS_WARE_L_S - Split Police Licence
SS_WARE_L_P - Paranid Police Licence
SS_WARE_L_T - Teladi Police Licence
SS_WARE_TECH209 - Salvage Insurance

Wares
SS_WARE_F217 - Cloth Rimes
SS_WARE_F218 - Meatsteak Cahoonas
SS_WARE_F219 - Space Fuel
SS_WARE_F227 - Stott Spices
SS_WARE_F228 - BoFu
SS_WARE_F237 - Massom Powder
SS_WARE_F238 - Rastar Oil
SS_WARE_F247 - Majaglit
SS_WARE_F248 - Soja Husk
SS_WARE_F257 - Nostrop Oil
SS_WARE_F258 - Space Weed
SS_WARE_TR_F5 - Terran MRE
SS_WARE_TR_F6 - C-Ration
SS_WARE_TR_TECH8 - Hull Plating

SS_WARE_R214 - Delaxian Wheat
SS_WARE_R215 - Argnu Beef
SS_WARE_R224 - Plankton
SS_WARE_R225 - BoGas
SS_WARE_R234 - Scruffin Fruit
SS_WARE_R235 - Chelts Meat
SS_WARE_R244 - Soja Beans
SS_WARE_R245 - Maja Snails
SS_WARE_R254 - Sunrise Flowers
SS_WARE_R255 - Teladianium
SS_WARE_R256 - Swamp Plant
SS_WARE_TR_R1 - Protein Paste
SS_WARE_TR_R2 - Vita Kai
SS_WARE_TR_R3 - Carbo Cake
SS_WARE_TR_R4 - Flavour Pack
SS_WARE_WATER - Water

SS_WARE_TECH207 - Microchips
SS_WARE_TECH208 - Computer Components
SS_WARE_TECH206 - Quantum Tubes
SS_WARE_TECH205 - Crystals

SS_WARE_FIGHTDRONE - Fighter Drone
SS_WARE_A_MK2DRONE - Fighter Drone Mk.II
SS_WARE_FREIGHTDRONE - Freight Drone
SS_SH_ORBITALLASER - Laser Tower
SS_WARE_USC_DRONE - Kerris
SS_WARE_RECONDRONE - Recon Drone

SS_WARE_CREDITS - Moneys!

SS_WARE_SPACEFLYCOLLECTOR - Spacefly Collector

Missiles
SS_MISSILE_A - Mosquito
SS_MISSILE_B - Wasp
SS_MISSILE_C - Dragonfly
SS_MISSILE_D - Slikworm
SS_MISSILE_E - Hornet
SS_MISSILE_F - Disruptor
SS_MISSILE_1 - Sting
SS_MISSILE_2 - Needle
SS_MISSILE_3 - Thorn
SS_MISSILE_DMBF - Firefly
SS_MISSILE_HTSK - Thunderbolt
SS_MISSILE_FF - Tempest
SS_MISSILE_PROX - Hurricane 
SS_MISSILE_PROXTRAK - Cyclone 
SS_MISSILE_SWRMDMBF - Tornado
SS_MISSILE_SWRM - Typhoon
SS_MISSILE_TORP - Firestorm
SS_MISSILE_SYN - Aurora
SS_MISSILE_RGW - Remote Warhead
SS_MISSILE_TR1 - Beluga
SS_MISSILE_TR2 - Hammerhead
SS_MISSILE_NEW1 - Rapier
SS_MISSILE_NEW2 - Firelance
SS_MISSILE_NEW3 - Wildfire
SS_MISSILE_NEW4 - Windstalker
SS_MISSILE_NEW5 - Banshee
SS_MISSILE_WRAITH - Wraith
SS_MISSILE_POLTERGEIST - Poltergeist
SS_MISSILE_SPECTRE - Spectre
SS_MISSILE_BOMBER - Tomahawk
SS_MISSILE_TORP_CAPITAL - Hammer Heavy
SS_MISSILE_AF_CAPITAL - Flail Barrage Missile
SS_MISSILE_BOMBER - Tomahawk
SS_MISSILE_USC_TORP_CAPITAL - Shadow
SS_MISSILE_USC_AF_CAPITAL - Ghoul
SS_MISSILE_USC_BOMBER - Phantom
SS_MISSILE_BOARDINGPOD - Boarding Pod
Organize sections. Group ware section. Add notes to lotsa stuff. Test missile ware types. Recheck tech and some other stuff.

Thanks to Deadbeat_Spinn for missile testing to fill in some gaps. And again with more stuff.

Stuff to check.

Code: Select all

SS_WARE_TECH204 - Warheads
SS_WARE_TECH239 - Spaceflies
SS_WARE_SLAVE - Slaves
SS_WARE_SATELLITE - Navigation Relay Satellite
SS_WARE_MINE_1 - SQUASH Mine
SS_WARE_TECH278 - ? (no name given)
SS_WARE_TECH221 - Motion Analysis Relay System (MARS)
SS_WARE_TECH200 - ? (no name given)
SS_WARE_TECH231 - Singularity Engine Time Accelerator (SETA)
SS_WARE_TECH226 - SETA Boost Extension
SS_WARE_TECH216 - Ecliptic Projector
SS_WARE_LOGBOOK - Data Storage Device
SS_WARE_NEW2 - ? (no name given)
SS_WARE_NEW3 - ? (no name given)
SS_WARE_NEW4 - ? (no name given)
SS_WARE_STRAFE - Strafe Drive Extension
SS_WARE_LID - ? (no name given)
SS_WARE_CAMERADRONE - Camera Drone
SS_WARE_SATELLITE2 - Advanced Satellite
SS_WARE_ORECOLLECTOR - Ore Collector
SS_WARE_CAMOUFLAGE - Camouflage Device
SS_WARE_LFLSCANNER - ? (no name given)
SS_WARE_GATELESSJUMP - ? (no name given)
SS_WARE_SW_NEW1 - ? (no name given)
SS_WARE_SW_NEW4 - ? (no name given)
SS_WARE_SW_NEW5 - ? (no name given)
SS_WARE_SW_NEW6 - ? (no name given)
SS_WARE_SW_NEW7 - ? (no name given)
SS_WARE_SW_NEW8 - BPH Upgrade Kit MKI
SS_WARE_SW_NEW9 - ? (no name given)
SS_WARE_SW_NEW10 - ? (no name given)
SS_WARE_SW_NEW11 - ? (no name given)
SS_WARE_SW_NEW12 - ? (no name given)
SS_WARE_SW_NEW14 - System Override Software (SOS)
SS_WARE_SW_NEW15 - ? (no name given)
SS_WARE_SW_NEW16 - ? (no name given)
SS_WARE_SW_NEW17 - ? (no name given)
SS_WARE_SW_NEW18 - AEGIS Weapon System
SS_WARE_SW_NEW19 - ? (no name given)
SS_WARE_SW_NEW20 - ? (no name given)
SS_WARE_SW_X3TC_1 - *** UNDEFINED ***
SS_WARE_SW_X3TC_2 - ? (no name given)
SS_WARE_SW_X3TC_3 - ? (no name given)
SS_WARE_SW_X3TC_4 - ? (no name given)
SS_WARE_SW_X3TC_5 - ? (no name given)
SS_WARE_SW_X3TC_6 - ? (no name given)
SS_WARE_TR_TECH8 - Hull Plating
SS_WARE_ARMS_1 - Low-yield Sidearms
SS_WARE_ARMS_2 - Sisintegrator Rifles
SS_WARE_TR_ARMS - Terran EMP Rifles
SS_WARE_MINE_2 - Tracker Mine
SS_WARE_MINE_3 - Ion Mine
SS_WARE_TR_MINE - Matter/Anti-Matter Mine
SS_WARE_FIREWALL - Advanced Firewall Software
SS_WARE_SENTRY - Internal Sentry Lasers
SS_WARE_HULLPOLARIZE - Hull Polarizing Device
SS_WARE_SOLDIER_1 - Mercenary
SS_WARE_SOLDIER_2 - Marine
SS_WARE_CARGOSHIELD - Cargo Bay Shielding
SS_WARE_UNFOCUS_JUMP - Unfocused Jumpdrive
SS_WARE_BLUEPRINTSCANNER - Blueprint Scanner
DS, these are not the type codes you are looking for *waves hand*.
Seriously.. ignore these, you're insane dude.
Extra stuff to look in to and categorize.

Code: Select all

Civilian/Generic Mission Items
SS_WARE_DEBRIS
SS_WARE_ARTEFACTS
SS_WARE_AFERTILIZER
SS_WARE_BIOORGANISMS
SS_WARE_CCHIPS
SS_WARE_CEQUIPMENT
SS_WARE_ECOMPONENTS
SS_WARE_FRATIONS
SS_WARE_HWEAPONS
SS_WARE_LFOODSTUFF
SS_WARE_MEDEQUIPMENT
SS_WARE_MINEQUIPMENT
SS_WARE_RWASTE
SS_WARE_TPANNELING
SS_WARE_WICHIPS
SS_WARE_NARCOTICS
SS_WARE_SSLAVECHIPS
SS_WARE_SPACEFLYEGGS
SS_WARE_PSIDEARMS
SS_WARE_HCHIPS
SS_WARE_MPERSONNEL
SS_WARE_PASSENGER
SS_WARE_VIPASSENGER
SS_WARE_ECHIPS

TC Plot Stuff
SS_WARE_JD_COMPONENTS

X3R Plot Stuff
SS_WARE_REDCRYSTAL
SS_WARE_BLUECRYSTAL
SS_WARE_GREENCRYSTAL
SS_WARE_YELLOWCRYSTAL
SS_WARE_TRANSPCRYSTAL
SS_WARE_BLACKCRYSTAL
SS_WARE_GLOWINGCRYSTAL

Unused
SS_WARE_ESCAPEPOD
SS_WARE_CREDITS_UNUSED
SS_WARE_NIVIDIUM

?
SS_WARE_DUMMY1
SS_WARE_DUMMY2
SS_WARE_DUMMY3
SS_WARE_DUMMY4
SS_WARE_DUMMY5
SS_WARE_DUMMY6
SS_WARE_DUMMY7
SS_WARE_DUMMY8
SS_WARE_DUMMY9
SS_WARE_DUMMY10
SS_WARE_DUMMY11
SS_WARE_DUMMY12
SS_WARE_DUMMY13
SS_WARE_DUMMY14
SS_WARE_DUMMY15
SS_WARE_DUMMY16
SS_WARE_DUMMY17
SS_WARE_DUMMY18
SS_WARE_DUMMY19
SS_WARE_DUMMY20
SS_WARE_DUMMY21
SS_WARE_DUMMY22
SS_WARE_DUMMY23
SS_WARE_DUMMY24
SS_WARE_DUMMY25
SS_WARE_DUMMY26
SS_WARE_DUMMY27
SS_WARE_DUMMY28
SS_WARE_DUMMY29
SS_WARE_DUMMY30
SS_WARE_DUMMY31
SS_WARE_DUMMY32
SS_WARE_DUMMY33
SS_WARE_DUMMY34
SS_WARE_DUMMY35
SS_WARE_DUMMY36
SS_WARE_DUMMY37
SS_WARE_DUMMY38
SS_WARE_DUMMY39
SS_WARE_DUMMY40
SS_WARE_DUMMY41
SS_WARE_DUMMY42
SS_WARE_DUMMY43
SS_WARE_DUMMY44
SS_WARE_DUMMY45

For <increment_statistic statistic="####"/>, list out the statistic numbers.
5030 Jumpgates passed
5040 Jump energy used
5050 Ships bought
5060 Ships sold
5070 Stations built
5080 Pilots bailed
5090 Ore collected
5100 Silicon collected
5110 Nividium collected
5120 Spaceflies collected
5140 Slaves collected
5160 Missions accepted
5170 Missions completed
5220 Secret containers found
5310 Ships claimed
5320 Ice collected
5330 Smugglers caught

Moneys Earned with License
Capital Ships Captured
Q's Captured

Check below list for above stats.

Code: Select all

Depricated?
4730 Mission completed
4731 Mission aborted
4732 Mission failed

5010 Favourite Ship
5020 Sectors visited
5130 Spaceflies squashed(killed by collision)
5150 Station foe status hacked
5180 Passengers transported
5190 Taxi Mission Level
5200 Lottery tickets bought
5210 Lottery jackpots won
5230 BlackJack games played
5240 Money won by playing BlackJack
5250 Credits donated to Argon
5260 Credits donated to Boron
5270 Credits donated to Split
5280 Credits donated to Paranid
5290 Credits donated to Teladi
5300 Credits donated to Goner
5340 Bounty earned with a Police License
8100 Unknown sectors visited
8110 Xenon P/PX Boarded
8120 Xenon Q Boarded
8130 Xenon J/K Boarded
Last edited by Aro on Sat, 14. Aug 10, 06:06, edited 10 times in total.
ADStryker
Posts: 152
Joined: Mon, 22. Jun 09, 02:04
x3tc

Post by ADStryker »

Stu, nice tutorial. Thanks! :thumb_up:
PSCO1 Cockpits | lowpolyroids-2.04 | Satellite Early Warning Network | Station Camper | Universal Best Buys/Sells | Invasion Warnings | ResizedAldrinBigRock | Equipment R&D | Lowpoly Complex Tubes | Mobile Ship Repairs | Player Workshop | Marauder Shipyard
TEKing66
Posts: 601
Joined: Thu, 10. Nov 05, 18:44
xr

Post by TEKing66 »

This will create a derelict ship close to the player.

I tried different combinations of settings and ways of getting there.
I believe the secret is to set race="none" & racelogic="1", only combination that worked for me.

Code: Select all

      <cue name="DerelictShipCreator">
          <condition>
              <check_all>
                  <check_age min="30s"/>
              </check_all>
          </condition>
          <timing>
              <time exact="15s"/>
          </timing>
          <action>
              <do_all>
                  <create_ship name="DerelictYokohama" class="m7" typename="SS_SH_USC_M7" race="none" racelogic="1" boardable="1" capturable="1" hidden="0" known="0" sellable="1">
                      <position x="{player.position.x}" y="{player.position.y}" z="{player.position.z}" min="1km" max="3km"/>
                      <sector x="{player.sector.x}" y="{player.sector.y}"/>
                      <equipment loadout="none">
                          <ware typename="SS_WARE_TECH213" exact="-25"/>
                          <ware typename="SS_WARE_TECH246" exact="-25"/>
                          <ware typename="SS_WARE_TECH213" exact="16"/>
                          <ware typename="SS_WARE_TECH246" exact="20"/>
                          <ware typename="SS_WARE_TECH251" exact="2800"/>
                          <ware typename="SS_LASER_EMP" exact="8"/>
                          <ware typename="SS_LASER_MAM" exact="4"/>
                          <ware typename="SS_LASER_TERRANANTIFIGHTER" exact="4"/>
                          <ware typename="SS_MISSILE_POLTERGEIST" exact="100"/>
                          <ware typename="SS_MISSILE_SPECTRE" exact="75"/>
                          <ware typename="SS_MISSILE_WRAITH" exact="75"/>
                          <ware typename="SS_WARE_BEAMING" exact="1"/>
                          <ware typename="SS_WARE_BIOSCANNER" exact="1"/>
                          <ware typename="SS_WARE_BOOST" exact="1"/>
                          <ware typename="SS_WARE_FIREWALL" exact="1"/>
                          <ware typename="SS_WARE_LIFESUPPORT" exact="1"/>
                          <ware typename="SS_WARE_SCANNER3" exact="1"/>
                          <ware typename="SS_WARE_SENTRY" exact="1"/>
                          <ware typename="SS_WARE_SW_EXPLORE_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_NAV_1" exact="1"/>
                          <ware typename="SS_WARE_SW_PATROL_1" exact="1"/>
                          <ware typename="SS_WARE_SW_SPECIAL_1" exact="1"/>
                          <ware typename="SS_WARE_SW_TRADE_1" exact="1"/>
                          <ware typename="SS_WARE_SW_TRADE_2" exact="1"/>
                          <ware typename="SS_WARE_TECH226" exact="1"/>
                          <ware typename="SS_WARE_TECH231" exact="1"/>
                          <ware typename="SS_WARE_TECH241" exact="1"/>
                          <ware typename="SS_WARE_TECH242" exact="1"/>
                          <ware typename="SS_WARE_TECH275" exact="1"/>
                          <ware typename="SS_WARE_TECH276" exact="1"/>
                          <ware typename="SS_WARE_TECH277" exact="1"/>
                          <ware typename="SS_WARE_WARPING" exact="1"/>
                      </equipment>
                  </create_ship>                                   
                  <complete_cue cue="DerelictShipCreator"/>
              </do_all>
          </action>
      </cue>
My mods for X3TC & X3AP

Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
TEKing66
Posts: 601
Joined: Thu, 10. Nov 05, 18:44
xr

Post by TEKing66 »

Not sure if anyone is interested, but this allows the creation of a Terran JumpGate, like the one created in Neptune during the Aldrin Missions.

Code: Select all

<create_gate name="Westgate" gate="west" typename="SS_WG_TJ_WEST" race="terran" comment="Creates a Terran gate .">
    <position x="-50km" y="0km" z="0km"/>
    <sector x="15" y="0"/>
    <destination gate="east" x="8" y="4"/>
</create_gate>
"typename" needs to be typed in to get this type of gate. What I mean is that the dropdown box MS VWD will not have them listed, but they do work.

East Terran Gate = SS_WG_TJ_EAST
West Terran Gate = SS_WG_TJ_WEST
North Terran Gate = SS_WG_TJ_NORTH
South Terran Gate = SS_WG_TJ_SOUTH
My mods for X3TC & X3AP

Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
User avatar
Odin83
Posts: 42
Joined: Fri, 4. Apr 08, 08:57
x3tc

Post by Odin83 »

Hi all !!! :)
i'm scripting a special mission for our next MOD version, and i have a little issue :
In conversation [COM] with an "actor", how to prevent player to ask the way from the shipyard or dock ?
My actor is lost in space, and normally can't give a response !
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

If you refer to the options listed when you com an NPC, then I'm afraid its not possible. Iirc its hardcoded. Not sure if it would be possible to work around it, never encountered the need to do so.

MFG

Ketraar
Image
User avatar
Odin83
Posts: 42
Joined: Fri, 4. Apr 08, 08:57
x3tc

Post by Odin83 »

Thanks Ketraar !!! i'm expecting another response !!! but so;
I'll be obliged to find an another way !!!
User avatar
Odin83
Posts: 42
Joined: Fri, 4. Apr 08, 08:57
x3tc

Post by Odin83 »

Hi everyone !!!
I am facing something strange !
I want to "simulate" a ship with a engine and com failure !

- Impossible to set to zero the ship speed by suppressing the engine tunning; the ship still with the minus performances, so i tried to breakdown the hull to 1% and to suppress the pilot and set my actor as crew.
Even with that ; if the player shoot at it, the ship try to avoid it by moving around a bit !!!
For the com, even if i set the communicate="0", on shoots the actor/pilot com to protest !!!
possible/impossible to do ? an idea ?
dillpickle
Posts: 1159
Joined: Mon, 3. Nov 08, 14:25
x3tc

Post by dillpickle »

Try setting the ship's race="none" and see if this gives the desired effect.
Ship will sit at 0, won't retaliate, move or complain if attacked. You can't comm it.
If you make your actor invincible he'll be ejected into space if you destroy the ship.
User avatar
Odin83
Posts: 42
Joined: Fri, 4. Apr 08, 08:57
x3tc

Post by Odin83 »

Ok !!! here the result of my tests for the entire MD community !!! :wink:

For a non responding ship under player attack, it must not be armed !!!
Even if it is abandoned/derelict with no pilot, an armed ship, with the self protecting intern programs of the Onboard Computer will turn to red and attack the player !
Test made on different ships spawned by MD, and also on vanilla abandoned ship in Menelaus Frontier !!! :wink:

edit : On an armed ship, by setting the class="gonership" the ship do not react to attack !!!
but if you want the pilot to com/video you must have an argon voice !!

To make no video/com response of the actor in the ship, we must set temporally for the actor : race="abandoned" or "other1 - 2" voice="a not existing number" and face="0" !!!

:)
jccpsc
Posts: 417
Joined: Wed, 28. Jul 10, 00:40
x3ap

Post by jccpsc »

Hi
Can anyone help me in this mater?

I'm one of the devs of Battlestar Galactica mod and ATM I'm doing a mission on MD wich is basicaly creating a ship (Colonial one) and creating s actor (Laura Roslin) as passenger in that ship.

The code:

Code: Select all


                              <create_ship boardable="0" capturable="0" invincible="1" sellable="0" name="JCC_BSG_Setup.Col1" race="15" typename="Col_1">
                                <position x="-42150m" y="-1100m" z="56050m"/>
                                <sector sector="JCC_BSG_INI.Col1"/>
                                <equipment>
                                  <ware comment="Mosquito Missile" exact="160" typename="SS_MISSILE_A"/>
                                  <ware exact="100" typename="SS_WARE_SW_CUSTOM1_19"/>
                                  <ware exact="50" typename="SS_MISSILE_BSG_1"/>
                                  <ware comment="Energy Cells" exact="500" typename="SS_WARE_ENERGY"/>
                                  <ware typename="SS_WARE_SATELLITE2" exact="1" comment="Advanced Satalite"/>
                                  <ware exact="1" typename="SS_WARE_JUMPBEACON"/>
                                  <ware comment="Cargo Lifesuport System" exact="1" typename="SS_WARE_LIFESUPPORT"/>
                                  <ware comment="Jump Drive" exact="1" typename="SS_WARE_WARPING"/>
                                  <ware typename="SS_WARE_SW_CUSTOM2_25" exact="1" comment="FTL Coils"/>
                                  <ware comment="Singularity Engine Time Acelarator" exact="1" typename="SS_WARE_TECH231"/>
                                  <ware comment="Cargo Lifesuport System" exact="1" typename="SS_WARE_LIFESUPPORT"/>
                                  <ware typename="SS_WARE_TECH213" exact="10" comment="Engine Tunning"/>
                                  <ware typename="SS_WARE_TECH246" exact="10" comment="Rudder Optimisation"/>
                                  <ware typename="SS_WARE_SW_FIGHT_1" exact="1" comment="Fight Command Software MK I"/>
                                  <ware typename="SS_WARE_SW_FIGHT_2" exact="1" comment="Fight Command Software MK II"/>
                                  <ware typename="SS_WARE_SW_NEW12" exact="1" comment="Turbo Booster MK1"/>
                                </equipment>
                                <command command="stay"/>
                                <pilot shipname="Colonial One"/>
                              </create_ship>

                              <create_actor name="Colonial_President" character="{7576,53}" race="15" gender="female" image="start99" voice="114" object="JCC_BSG_Setup.Col1" location="passenger"/>
That ship later will be owned by the player and with all those items in cargo and also with the presidente too.

I worote a small extra MD to check during all the game if the presidente Laura is destroyed but it seams not working when I check if the actor is destroyed.
I did it with sucess by checkin if the ship is destroed but not if the actor is destroued.

Code: Select all


  <cues>
    <!--Main Cue-->
    <cue name="JCC_BSG_President">
      <condition>
          <cue_is_complete cue="JCC_BSG_Aproach.Col1"/>
      </condition>
      <timing>
        <time exact="5s"/>
      </timing>
      <action>
        <do_all>
          <complete_cue cue="JCC_BSG_President"/>
        </do_all>
      </action>
    </cue>
    <cue name="JCC_BSG_Lost_President">
      <condition>
        <check_all>
          <cue_is_complete cue="JCC_BSG_President"/>
          <check_any>
            <object_destroyed object="Colonial_President"/>
            <object_destroyed_by_player object="Colonial_President"/>
          </check_any>
        </check_all>
      </condition>
      <timing>
        <time exact="2s"/>
      </timing>
      <action>
        <do_all>
          <incoming_message popup="1" author="{7576,56}" text="{7576,54}" comment="Tells the player that the presidente was killed and the game is over!/>
          <complete_cue cue="JCC_BSG_Lost_President"/>
        </do_all>
      </action>
    </cue>
    <cue name="JCC_BSG_Lost_KillPlayer">
      <condition>
          <cue_is_complete cue="JCC_BSG_Lost_President"/>
      </condition>
      <timing>
        <time exact="7s"/>
      </timing>
      <action>
        <do_all>
          <destroy_object explosion="1" object="{player.ship}"/>
          <complete_cue cue="JCC_BSG_Lost_KillPlayer"/>
        </do_all>
      </action>
    </cue>
  </cues>
Is there any alternative to replace this?

<check_any>
<object_destroyed object="Colonial_President"/>
<object_destroyed_by_player object="Colonial_President"/>
</check_any>

And make it work

I want to do the check on the actor and not on the ship becase the player can move the presidente to other ship during the game.

Thanks in addvance

JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

Object_destroyed is an event cue, which will be only true when that object actually gets destroyed, which will happen only once. That's for general info in case it fits your setting.

Now actors are not objects per se so the object_destroyed does not work on them, it does work on a ships the actor is in though, if that is your case. (note its not possible to see where you created the actor and how its set up)

Generally I'd suggest to use the object_exists for this type of checks, as it does not rely on a single event and is thus more reliable imo. For an actor the equivalent would be {actor.exists@actor} in combination with check_value where @actor the reference to your actor is. You can use both value=0 if you want to check if it does not exist or value=1 to check if it exists.

Hope that helps you.

MFG

Ketraar
Image
jccpsc
Posts: 417
Joined: Wed, 28. Jul 10, 00:40
x3ap

Post by jccpsc »

Hi Ketraar & thanks

I tryed like this:

<do_if exact="0" value="{actor.exists.@Colonial_President}">
<incoming_message popup="1" author="{7576,56}" text="{7576,54}"/>
<set_value exact="1" name="JCC_PresidentDead"/>
<complete_cue cue="JCC_BSG_Lost_President"/>
</do_if>
<do_if exact="1" value="{actor.exists.@Colonial_President}">
<cancel_cue cue="JCC_BSG_Lost_President" />
<reset_cue cue="JCC_BSG_Lost_President"/>
</do_if>

But it still is returning me 0 either the president is dead or not.
Should it be because the actor is created on other MD file and the string name "Colonial_President" is not transported to be checked by another file?

Also tryed this and the same result:


<cue name="JCC_BSG_Lost_KillPlayer">
<condition>
<check_value exact="0" value="{actor.exists.@Colonial_President}" />
</condition>

Thanks again

JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
dillpickle
Posts: 1159
Joined: Mon, 3. Nov 08, 14:25
x3tc

Post by dillpickle »

{actor.exists.@Colonial_President}

There shouldn't be a full stop after exists...

Code: Select all

{actor.exists@Colonial_President}
jccpsc
Posts: 417
Joined: Wed, 28. Jul 10, 00:40
x3ap

Post by jccpsc »

Hi again

Now I've created the actor in the same file that checks if it exists and the result is the oposit, allways return 1 either the actor is dead or not.

See next the all file.

Code: Select all

<?xml version="1.0" encoding="iso-8859-1"?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="JCC_BSG_President" xsi:noNamespaceSchemaLocation="director.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <documentation>
    <author alias="JCC" contact="jccpsc@hotmail.com" name="Jo?o Correia"/>
    <content description="Checks if the president is dead" name="JCC_BSG_President" reference="JCC_BSG_President"/>
    <version date="14/01/2014" number="1.0" status="Final"/>
  </documentation>
  <cues>
    <!--Main Cue-->
    <cue name="JCC_BSG_President">
      <condition>
        <cue_is_complete cue="JCC_BSG_Near.Col1"/>
      </condition>
      <timing>
        <time exact="2s"/>
      </timing>
      <action>
        <do_all>
          <create_actor name="Colonial_President" character="{7576,53}" race="15" gender="female" image="start99" voice="114" object="JCC_BSG_Setup.Col1" location="crew"/>
          <complete_cue cue="JCC_BSG_President"/>
        </do_all>
      </action>
    </cue>
    <cue name="JCC_BSG_Lost_President">
      <condition>
        <check_all>
          <cue_is_complete cue="JCC_BSG_President"/>
          <check_value exact="0" value="{actor.exists.@Colonial_President}" />
        </check_all>
      </condition>
      <action>
        <do_all>
          <incoming_message popup="1" author="{7576,56}" text="{7576,54}" Comment="Tells the player that the president is dead and the game is over"/>
          <complete_cue cue="JCC_BSG_Lost_President"/>
          <cues>
            <cue name="JCC_BSG_Lost_KillPlayer">
              <condition>
                <cue_is_complete cue="JCC_BSG_Lost_President"/>
              </condition>
              <timing>
                <time exact="7s"/>
              </timing>
              <action>
                <do_all>
                  <destroy_object explosion="1" object="{player.ship}"/>
                  <complete_cue cue="JCC_BSG_Lost_KillPlayer"/>
                </do_all>
              </action>
            </cue>
          </cues>
        </do_all>
      </action>
    </cue>
  </cues>
</director>
JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
dillpickle
Posts: 1159
Joined: Mon, 3. Nov 08, 14:25
x3tc

Post by dillpickle »

Code: Select all

<check_value exact="0" value="{actor.exists.@Colonial_President}" />
You still have an extra full stop after 'exists'....

Should be:

Code: Select all

<check_value exact="0" value="{actor.exists@Colonial_President}" />
jccpsc
Posts: 417
Joined: Wed, 28. Jul 10, 00:40
x3ap

Post by jccpsc »

Thanks dillpickle

It's working now!

I had to Compare letter by letter your example to be able to see the diference but got it (Tooke me some time)
Amazing how a little thing can do the diference.

Also had tho remove the <cues> after that because I was geting the massage but was not beeing destroyed.
Now it's working fine, lets hope it stays during the all game.

Thankes again

JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing

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