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<conversation_completed actor="{ref to actor of the conversation here}" conversation="TRPRSC101.Banks C1" answer="{this is what you put in outcome="" in conversations}"/>
Hope that helps.
MFG
Ketraar
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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<conversation_completed actor="{ref to actor of the conversation here}" conversation="TRPRSC101.Banks C1" answer="{this is what you put in outcome="" in conversations}"/>
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<cue name="TRPRSC101.A1 Fire and Ice Trade Agreement">
<condition>
<conversation_completed conversation="TRPRSC101.Gogoelos C1"/>
</condition>
<timing>
<time exact="5s"/>
</timing>
<action>
<do_all>
<incoming_message author="eldyranx3" popup="0" text="Debug"/>
</do_all>
</action>
</cue>
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<conversation name="TRPRSC101.Gogoelos C1" description="A1 contact with Libaras Tismanos Gogoelos IV">
<player text="{8461,305}">
<npc text="{8461,401}">
<player text="{8461,306}">
<npc text="{8461,402}">
<player text="{8461,307}" outcome="ready"/>
</npc>
</player>
</npc>
</player>
</conversation>
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<cue name="TRPRSC101.A1 Fire and Ice Trade Agreement">
<condition>
<conversation_completed actor="TRPRSC101.Libaras Tismanos Gogoelos IV" conversation="TRPRSC101.Gogoelos C1" answer="ready"/>
</condition>
<timing>
<time exact="5s"/>
</timing>
<action>
<do_all>
<incoming_message author="eldyranx3" popup="0" text="Debug"/>
</do_all>
</action>
</cue>
However, if you can load a script in the script editor doesn't mean that it will work. The more complex a script is, the more unlikely it is that it will work without further adjustments.Translation of what SymTec ltd. [url=http://forum.egosoft.com/viewtopic.php?t=217581]here[/url] in german wrote:Scripts can be loaded in X3TC, when you open them with a text editor and change
- the engine version from 32 to 44:
<engineversion>44</engineversion>- the variable of the engine version in the code array to 44:
<sval type="array" size="10">
<sval type="string" val="a.test"/>
<sval type="int" val="44"/>
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<cue name="TRPRSC101.A2 Chasing Svaoilfari M5 Armed">
<condition>
<check_all>
<object_exists object="Chasing Svaoilfari Scout"/>
<check_value value="{player.ship}" exact="{object@Chasing Svaoilfari Scout}"/>
<check_any>
<check_value value="{player.ship.equipment.SS_LASER_EMP.exists}" exact="1"/>
<check_value value="{player.ship.equipment.SS_MISSILE_POLTERGEIST.exists}" exact="1"/>
</check_any>
</check_all>
</condition>
<timing>
<time exact="5s"/>
</timing>
<action>
<do_all>
<incoming_message author="{actor.name@TRPRSC101.Rana Banks}" popup="0" text="{8461,218}"/>
<reset_cue cue="TRPRSC101.A2 Chasing Svaoilfari M5 Disarmed"/>
</do_all>
</action>
<cues>
<cue name="TRPRSC101.A2 Chasing Svaoilfari M5 Disarmed">
<condition>
<check_all>
<object_exists object="Chasing Svaoilfari Scout"/>
<check_value value="{player.ship}" exact="{object@Chasing Svaoilfari Scout}"/>
<check_any>
<check_value value="{player.ship.equipment.SS_LASER_EMP.exists}" exact="0"/>
<check_value value="{player.ship.equipment.SS_MISSILE_POLTERGEIST.exists}" exact="0"/>
</check_any>
</check_all>
</condition>
<timing>
<time exact="5s"/>
</timing>
<action>
<do_all>
<incoming_message author="{actor.name@TRPRSC101.Rana Banks}" popup="0" text="{8461,219}"/>
<reset_cue cue="TRPRSC101.A2 Chasing Svaoilfari M5 Armed"/>
</do_all>
</action>
</cue>
</cues>
</cue>
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<object_exists object="Chasing Svaoilfari Scout"/>
<check_value value="{player.ship}" exact="{object@Chasing Svaoilfari Scout}"/>
<do_when> would be my choice for something like this, depending on what the desired result is.ScRaT_GER wrote:I'm not a 100% sure, that I understand what you want to do, but maybe using <do_when> would reduce the code duplication a bit, because you can move the checks out of the condition into the action.
I don't understand what this is supposed to mean:Greetings,Code: Select all
<object_exists object="Chasing Svaoilfari Scout"/> <check_value value="{player.ship}" exact="{object@Chasing Svaoilfari Scout}"/>
ScRaT
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<check_value value="{player.ship.equipment.SS_LASER_EMP.exists}" exact="1"/>
<check_value value="{player.ship.equipment.SS_MISSILE_POLTERGEIST.exists}" exact="1"/>
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<check_value value="{player.ship}" exact="{object@Chasing Svaoilfari Scout}"/>
There will be a later point in the mission that will fail if the player is in that ship and it is armed. I could just put that check in while entering the key sector, but I want the player to know that they have triggered a potential mission fail condition, and to be able to know when it is safe to proceed once they ditch the weapons.dillpickle wrote:Or is it a case that the mission won't continue until you are disarmed, and a single message telling you you are armed and need to lose your weapons to continue?
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<cue name="TRPRSC101.A6 Building Asgard">
<condition>
<check_value value="{value@TRPRSC101.PlotProgress}" exact="6"/>
</condition>
<timing>
<time min="1m" max="3m"/>
</timing>
<action>
<do_all>
<incoming_message author="eldyranx3" popup="0" silent="0" text="Loading Asgard"/>
<load_map file="TRP_Map_ASGD"/>
<find_sector name="TRPRSC101.Asgard" x="9" y="0" comment="TRPRSC101 Plot Sector"/>
<find_sector name="TRPRSC101.Neptune" x="9" y="1"/>
<add_map>
<sector sector="TRPRSC101.Asgard"/>
</add_map>
<alter_sector object="TRPRSC101.Asgard" security="core" population="0" size="75km"/>
<set_sector_override sector="TRPRSC101.Asgard" textid="1021800" race="atf"/>
<set_sector_known sector="TRPRSC101.Asgard" known="1"/>
<!--Create Neptune Terran North Jump Gate-->
<create_gate gate="north" known="1" typename="SS_WG_TJ_NORTH" race="terran" safety="0">
<position x="0km" y="0km" z="40km"/>
<sector sector="TRPRSC101.Neptune"/>
<destination sector="TRPRSC101.Asgard" gate="south"/>
</create_gate>
<!--Create Asgard Terran South Jump Gate-->
<create_gate gate="south" known="1" typename="SS_WG_TJ_SOUTH" race="terran" safety="0">
<position x="0km" y="0km" z="-40km"/>
<sector sector="TRPRSC101.Asgard"/>
<destination sector="TRPRSC101.Neptune" gate="north"/>
</create_gate>
</do_all>
</action>
</cue>
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<?xml version="1.0" encoding="UTF-8" ?>
<universe>
<o id="1634" f="1" t="1" x="9" y="0" r="14" size="27500000" m="0" p="179706" qtrade="0" qfight="0" qbuild="0" qthink="0">
<o t="2" s="6" neb="0" stars="0"/>
<o f="1" t="3" s="1" x="-1102931227" y="-687972107" z="108199201" color="16777160"/>
<o f="1" t="3" s="10" x="-1093769121" y="-456608099" z="67933720" color="3297370"/>
<o f="1" t="4" s="125" x="-37252205" y="263878530" z="-115974098" color="328963" fn="0"/>
<o f="1" t="4" s="73" x="-14543588" y="375785235" z="-156926499" color="328963" fn="0"/>
<o f="1" t="4" s="20" x="147298221" y="-272093611" z="188080253" color="990735" fn="0"/>
</o>
</universe>