[Discussion] Generic X3TC S&M questions III
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[Discussion] Generic X3TC S&M questions III
Post all the short and simple questions (not covered by existing threads) about scripting, modding, and MD in X3 Terran Conflict here. This is third part of the discussion. The previous part can be found here. The oldest part can be found here.
There is a separate thread: "What provides/causes feature/bug foo?" for collecting that subset of questions and answers.
There is a separate thread: What S&M are recommended/"must have"? for collecting that subset of questions and answers into one convenient spot.
There is a separate thread: "What provides/causes feature/bug foo?" for collecting that subset of questions and answers.
There is a separate thread: What S&M are recommended/"must have"? for collecting that subset of questions and answers into one convenient spot.
Removing Ship From Property Menu through scripting?
Is there a way to remove a specific ship from the Property Menu through a script and not manually setting it?
XDrake
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NECORE Inc.
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NECORE Inc.
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
there is, but it is a really crappy workaround: assign the ship to another race - works fine for hiding a single ship without anything to do, but is not good for filter functions...
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
@cluian
I thought someone with more experience in the matter would respond first, but I'm quasi certain (~65%) certain it's in globals.txt
(Just check from the latest cat/dat backwards, I'm sure youll find it, thou I dont know if it's in the root, or in the t or the types folder - probably the root/types)
I thought someone with more experience in the matter would respond first, but I'm quasi certain (~65%) certain it's in globals.txt
(Just check from the latest cat/dat backwards, I'm sure youll find it, thou I dont know if it's in the root, or in the t or the types folder - probably the root/types)
Correct on both counts.s9ilent wrote:I'm quasi certain (~65%) certain it's in globals.txt
(Just check from the latest cat/dat backwards
It's in Types. If you're using X3 Editor, you'll need to open it up with the Text Viewer (under the [All] tab), rather than the [Suggested] TDebugger.
From there, you need to edit the SG_SCANNER_RANGE values to whatever you like and save it again.
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- Sam L.R. Griffiths
- Posts: 10522
- Joined: Fri, 12. Mar 04, 19:47
There is the Enhanced Equipment Spawner (EES), but be careful what you wish forVarek Raith wrote:AI M7Ms spawn with boarding pods. Completely useless and takes away space for torpedoes. Is there anyway I can prevent AI ships from spawning them?
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
"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
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- Posts: 329
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That works great. Tired of M7Ms not shooting at me.Roger L.S. Griffiths wrote:There is the Enhanced Equipment Spawner (EES), but be careful what you wish forVarek Raith wrote:AI M7Ms spawn with boarding pods. Completely useless and takes away space for torpedoes. Is there anyway I can prevent AI ships from spawning them?
Now, I have to figure out how to get MD spawned ships to use that...
- Sam L.R. Griffiths
- Posts: 10522
- Joined: Fri, 12. Mar 04, 19:47
That is something I have had floating at the back of my mind for a while, but unfortunatly it is not at the top of my list of modding priorities for now. I have some ideas, just not had a chance to investigate them properly... if you want to look into it yourself then I can brief you on my ideas so far, just PM/MSN me to discuss it.Varek Raith wrote:That works great. Tired of M7Ms not shooting at me.Roger L.S. Griffiths wrote:There is the Enhanced Equipment Spawner (EES), but be careful what you wish forVarek Raith wrote:AI M7Ms spawn with boarding pods. Completely useless and takes away space for torpedoes. Is there anyway I can prevent AI ships from spawning them?
Now, I have to figure out how to get MD spawned ships to use that...
I do plan to try and address the issue with my Changeling tool, which I plan to have it replace the relevant MD/MCSI equipment calls with calls to EES where appropriate.
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
"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
- Carlo the Curious
- Posts: 16999
- Joined: Mon, 5. Mar 07, 22:03
Is there any way to get the price for selling a ship (to a given race for a given notoriety)?
'get average price of ware $ship.ware' returns just the average (obviously). 'get price of ware $ship.ware' only appears to return the price the SY sells ships for (and only if they're a listed ware). '$someship->sell 1 units of ware $ship.ware' doesn't appear to credit the player account.
'get average price of ware $ship.ware' returns just the average (obviously). 'get price of ware $ship.ware' only appears to return the price the SY sells ships for (and only if they're a listed ware). '$someship->sell 1 units of ware $ship.ware' doesn't appear to credit the player account.
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- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
Quick question regarding object types and such... is there any way to get one converting from a string?
EG. The player types in Mammoth and I can spawn a Mammoth or say "This is not a recognised object", without me having to harcode the entire thing? As far as I can see... it's not possible...
EG. The player types in Mammoth and I can spawn a Mammoth or say "This is not a recognised object", without me having to harcode the entire thing? As far as I can see... it's not possible...
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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- Joined: Wed, 3. Aug 05, 05:05
Yes, but it's a workaround (as usual).
Get input string, say Mammoth, then cycle through all the object types and do a temp convert object type to string and check that string for match against the input string. Wollah, create object type Mammoth, or send back to player "This is not a recognised object" if no match found.
MarCon
Get input string, say Mammoth, then cycle through all the object types and do a temp convert object type to string and check that string for match against the input string. Wollah, create object type Mammoth, or send back to player "This is not a recognised object" if no match found.
MarCon
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
I thought it'd come to that. Doesn't seem that bad actually.
I'm working on a fleet creator that can be used to create a fleet in game and out of game. You can type it directly into the T file, or it exports into a log file and then you can move it in. Should be, er... 'fun'.
I'm working on a fleet creator that can be used to create a fleet in game and out of game. You can type it directly into the T file, or it exports into a log file and then you can move it in. Should be, er... 'fun'.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
*omg* l3+ ideas is temporarily closed
In any case, I'm posting this here (next best thing) as I will probably forget if I dont.
Idea: Provide better debug support, i.e. Instead of just debug log, and debug trace, provide the ability to put break points in scripts, and have a level of debug between log and trace (i.e. debug break- where it will only stop at the pre defined break points).
As often you want to debug after loops, but don't care about the loop it self (or any intermediate scripts that you call)
In any case, I'm posting this here (next best thing) as I will probably forget if I dont.
Idea: Provide better debug support, i.e. Instead of just debug log, and debug trace, provide the ability to put break points in scripts, and have a level of debug between log and trace (i.e. debug break- where it will only stop at the pre defined break points).
As often you want to debug after loops, but don't care about the loop it self (or any intermediate scripts that you call)
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
I can't remember, but you could remove the ware and make it in a crate outside.
Now, a head scratching problem for me...
I have a fleet. It is stored in an array, as ship names and numbers and such.
Now, I want to have an array for each of those (groups of) ships. This stores equipment.
The problem I have is this... dynamically creating the arrays for ship equipment. None of this is saved in GVs or anything, it's all kept in a big open menu. It's only there when the menu is open. So... once I try to equip ship 1, I need an array called, say Equip1. Then for ship 2, Equip2, etc.
Short of making the arrays a global variable (and removing them on closing), I can't think there's another way of doing it... any help?
Now, a head scratching problem for me...
I have a fleet. It is stored in an array, as ship names and numbers and such.
Now, I want to have an array for each of those (groups of) ships. This stores equipment.
The problem I have is this... dynamically creating the arrays for ship equipment. None of this is saved in GVs or anything, it's all kept in a big open menu. It's only there when the menu is open. So... once I try to equip ship 1, I need an array called, say Equip1. Then for ship 2, Equip2, etc.
Short of making the arrays a global variable (and removing them on closing), I can't think there's another way of doing it... any help?
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______
I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
______