[SCRIPT] Rename ships with Expression 3.4.1 (RSwE) X3:TC/AP Compatible [11/01/2015]

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Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

[SCRIPT] Rename ships with Expression 3.4.1 (RSwE) X3:TC/AP Compatible [11/01/2015]

Post by Medevel » Tue, 27. Sep 11, 12:29

Rename Ships with Expression (RSwE)
Based on Loky77's RSwE 1.7 found here
  • While basing on Loky's version, my version of RSwE has only the general functions in common with Loky's RSwE.
    Because i changed every File Name and the Command Slot, you could use my RSwE and Loky's RSwE at the same time,
    but i don't recommend this.
    I recommend to uninstall all other RSwE-related scripts before installing this version of RSwE.
    there should be no script-related problems, but it can confuse the user, having two or more RSwE-Commands :)
  • Downloads: Uninstall:
    To Uninstall the script, you have to:
    • run the uninstall script uninstall.plugin.rswe
      Remove the following files
      • in T directory:
        • 8860-L007.xml
          8860-L033.xml
          8860-L034.xml
          8860-L039.xml
          8860-L042.xml
          8860-L044.xml
          8860-L048.xml
          8860-L049.xml
          8860-L086.xml
          8860-L088.xml
        in Script directory:
        • al.plugin.rswe.xml
          al.rswe.auto.xml
          al.rswe.main.xml
          lib.rswe.cmd.check.xml
          lib.rswe.cmd.preload.xml
          lib.rswe.func.xml
          plugin.rswe.default.xml
          plugin.rswe.edit.xml
          plugin.rswe.menu.xml
          plugin.rswe.target.xml
          setup.plugin.rswe.xml
          uninstall.plugin.rswe.xml
    Concept
    This script has been developed to allow quick and powerful renaming functions
    to use with your ships and stations. The method of entry means that you can give
    names unique to each ship in large batches. Whether you are renaming a small
    group or all of your ships in the universe is up to you.

    Central to the idea of RSwE are the Expressions. These are like "text shortcuts"
    which are intrepreted by the script to produce context-defined results. When
    combined with standard text this allows you to specify names that are both
    unique to your ships and customized to your prefrence. Thus, if you have a group
    of three Buster Raiders to rename, entering *CL-*TA Orion *NN will rename them
    to M4-BR Orion 1, 2, and 3.

    There are also 3 hotkeys:
    1. for the renaming menu so you can access it.
    2. for rename all ships and station with the Defaults
    3. for rename the current playership target
    You can find the hotkey under Options->Controls->Interface, it has no keybinding as default.

    There are 2 AL-Plugins
    1. RSwE Dynamic Naming
    2. RSwE Automatic Naming

    There are 26 RSwE commands available in Custom menu:
    1. Rename current ship
      Rename ship from which the command was launch on
    2. Rename current target
      the current target of the Playership
    3. Rename a ship (select from sector)
      Rename a single ship selected from the universe map. A docked ship cannot be
      renamed this way.
    4. Rename all ships in sector
      Rename all ship of a given class (or superclass) in a selected sector. You
      don't have to be in this sector. Docked ships cannot be renamed this way.
    5. Rename all ships in Universe
      Rename all ship of a given class (or superclass) in X3 universe. Docked ships
      WILL be renamed too.
    6. Rename docked ships
      Rename ships docked inside a carrier/station
    7. Rename all ships in wing
      Rename the ships which are member of the selected wing
    8. Rename selected ship/station with RSwE defaults
      Renames one ship/station, selected from the universe map, with internal default values.
    9. Rename all ships with RSwE defaults
      Rename all ships in X3 universe with internal defaults values.
    10. Rename NPC Ships/Stations
      Here you can Rename Ships/Stations belonging to an NPC Race
      Menu contains:
      • Select Race
        Will select a race for commands 3-6
      • Rename a ship (select from sector)
        Rename a single ship selected from the universe map.
      • Rename all ships in sector
        Rename all ship of a given class (or superclass) in a selected sector.
      • Rename all ships in Universe
        Rename all ship of a given class (or superclass) in X3 universe.
      • Rename selected ship/station with RSwE defaults
        Renames one ship/station, selected from the universe map, with internal default values.
      • Rename all ships/stations with RSwE defaults
        Rename all ships in X3 universe with internal defaults values.
      • Rename all Ownerless ships in Universe
        Rename all Ownerless ships in X3 universe.
      • Rename Ownerless Ships with RSwE defaults
        Rename all Ownerless Ships in X3 universe with internal defaults values.
    11. Edit Defaults
      Will able you to change the renaming defaults values ingame
      So no more changing the T-File needed
    12. Edit clipboard
      Will set one of the clipboard (99 available). You will be able to use them later
      with *Ynn expressions
    13. Edit Wares List
      Will set one of the Wares (99 available). You will be able to use them later
      with *Wnn expressions.
    14. AL-Plugins Settings
      This contains all AL-Plugin Options:
      • Set Interval of the Dynamic Naming
        Will Set the Interval for the Dynamic Naming routine, so that it runs more
        or less often. 1 Interval is 5 seconds, the default interval is 12 so 60 seconds.
        the shorter the interval the more it is likely that RSwE will cause hicups or lags
        if you experience these try raising the interval.
      • Set Interval of the Arrays Reset for DN
        This will let you set, after how many cycles DN will recollect all DN-Ships/stastions
      • Set Interval of the AutoNaming
        Will Set the Interval for the Automatic Naming routine, so that it runs more
        or less often. 1 Interval is 5 seconds, the default interval is 6 so 30 seconds.
        the shorter the interval the more it is likely that RSwE will cause hicups or lags
        if you experience these try raising the interval.
      • Set Dynamic Naming for each Race
        This switches control if a NPC Race is processed by DN or not
      • Set Automatic Naming for each Race and Ownerless Ships
        This switches control if a NPC Race Ships or Ownerless Ships are processed by AN or not
    15. Keep menu open
      This option will enables the Menu to keep open after renaming
      if a process is taking some time the menu will disapear but will reopen
      when the process is completed.
    16. Reset Formation ID's
      This option will reset the ID's of all formation and force RSwE to setup all
      formation ID's new, this help if you formed and dismissed a few formations
      and the ID's are not more continuous
    17. Seperate Wings from Formations
      This option will seperate wings from formations, that means Wings will get their
      own greek letter, but wont be counted in other formation, even they would be
      for example gold wing is protectiong the player ship but the gold wing will
      appear to be in a different formation.
    18. Toggle Greek letters nonary system for Formation IDs
      this option will use the nonary numbers system composed of
      greek letters for the Formation ID's used in *FP
    19. Toggle Token to sort Playership always on top
      This Option will add a space infront of the Playerships name so that it
      will be first in lists sortet by names
    20. Set amount of Products *TP should show
      This Option will set the maximum of products shown by *TP
      The Default Value is 3
    21. Display Style for *AR
      Summarized or Seperated Display
    22. Display Style for *MR
      Summarized or Seperated Display
    23. Seperate Formation Index per Depth
      β01-09 γ01-13 instead of β01-09 γ10 - 23
    24. Deaktivate the custom Edit Menu
      If you don't like or can't control the Edit Menu use this option
      to turn it OFF
      note before confusing if this option is ON the Edit Menu is OFF
      if this option is OFF the Edit Menu is ON
    25. RSwE Menu does not trigger Autopilot
      If this option is ON RSwE will use an Exception to bypass
      the Autopilot activation, but the RSwE must close to
      have the effect
    26. Help
      Short help sent into your incoming messages.
      You have to close your command console to trigger the sending though.
    27. Export Presets to Logfile
      Exports a new T-File with your current presets (ingame Clipboard and Defaults)
      as the logfile log08860.txt located in YOURDOCUMENTS\Egosoft\YOURGAME
      remane this file to 8860-L0XX.xml and move it to YOURGAMEINSTALLPATH\t
      overwrite the current file
      XX is your language code:
      07 - Russian
      33 - French
      34 - Spanish
      39 - Italian
      42 - Czech
      44 - English
      48 - Polish
      49 - German
      86 - Simplified Chinese
      88 - Traditional Chinese
  • One note is that while the universe option will rename regardless of state, the
    sector option will not rename docked ships. This can be useful as a way to
    exclude ships that you don't want to rename.
  • List of RSwE Expressions
    • *ON : Old name used before you asked for the renaming.
    • *OS : Save the current name as Old Name which is used in *ON
    • *ID : ID Code
    • *HB : Home Base
    • *HS : Home Sector
    • *SC : Current sector
    • *SA : Abbreviation of sector name, like HoL, PP, PR
    • *SR : Abbreviation with Race owner of sector, like A.HoL, P.PP, P.PR
    • *SN : Incrementing sector counter for numbering ship inside
    • *CL : Class Name - M1, M3, TS, etc
    • *TN : Type Name - Raptor, Nova Raider, Demeter Hauler, etc
    • *TS : Type Short - Ship main type + Abbreviation like Nova NR, Dolphin DSF
    • *TA : Type Abbreviation - Ra, NR, DH, etc
    • *TH : Trader Level like UT 24, CAG 4
    • *TM : Trader Mission like UT, CAG
    • *TL : Trader Level without Mission ex. 24 instead UT 24
    • *TR : Trader Range (only works with MK3 Optimization Reloaded by gnasirator)
    • *FS : Pilot Fight Skill
    • *PS : Pilot stats (Morale + Agression level)
    • *FR : Name of highest leader (in case of consecutive follows), or "Leader" if the
      current ship is the highest Leader
    • *FL : Name of direct Leader
    • *FP : Formation ID, like α1, β1... ,ωn, αn+1 . Also flag the highest leader.
    • *FO : Depth in formation lines (from alpha for all leaders to omega for followers)
    • *FN : Incrementing number with leader zero, plus prefix W if wingman, or L if leader
    • *FI : Ship ID number inside its formation
    • *WI : Adds the wing and colors the wing name
    • *NN : Incrementing unique number
    • *ZN : Incrementing number with leading zero
    • *NV : Short name for satellites
    • *TP : Product sold by your factory
    • *RC : Base Creator of the Shiptype - Nova -> Argon, Raptor -> Split, Baldric -> Terran
    • *RA : Adds the Ships Creator Race Abbreviation - Nova -> Arg, Baldric -> Ter
    • *OR : Adds the Ships Owner Race - Argon, Terran
    • *OA : Adds the Ships Owner Race Abbreviation - Argon = Arg, Terran = Ter
    • *DS : Adds Amount and Classes of the docked Ships
    • *CS : Free Cargospace of the ship
    • *CU : The Ware which uses the most Cargospace and its amount
    • *CE : Energiecells left in Cargospace
    • *CA : Ammunition left in Cargospace of installed Weapons
    • *AR : Shows the Resupply Info for Ammunition
    • *CM : Missiles left in Cargospace installed Missiles leading
    • *MR : Shows the Resupply Info for Missiles
    • *WC : Show the Maximum WareClass for the Ship
    • *G01 - *G24 : Greek letters from 01 for α to 24 for ω
    • *GC01 - *GC24 : Greek letters from 01 for Α to 24 for Ω
    • *GN : Incrementing unique number using the Nonary system composed of greek letters
    • *DN : Store a naming scheme on ships. This scheme will be used by the AL plug-in
      [to rename your ship regularly. It must be used at the beginning of the string
    • *Y01 - *Y99 : Your text clipboards (use a single space to empty clipboard in
      the Set clipboard menu)
    • *W01 - *W99 : Ware and amount in cargo bay of ship/station (set in Edit Wares List menu)
    • *LN : Locks the current name to the ship and only updates it if *LN or *UL is present
    • *UL : UnLock the Lock set by *LN

      Colors:
      • *KW : White
      • *KR : Red
      • *KY : Yellow
      • *KG : Green
      • *KB : Blue
      • *KX : Normal
      • *KC : Cyan
      • *KM : Magenta
      • *KO : Orange
      • *KA : Gray
      • *KK : Random
    The Color bug was fixed with patch X3TC 3.1. Thanks Egosoft!

    Note on dynamic renaming:
    The dynamic renaming can be activated and deactivated using the AL menu (in Gameplay
    menu, last option). This function is provided to help you with some expressions that can
    change during your play time, like sector names, skill levels...
    Also note that dynamic names are preponderant on any name you can enter manually.
    Dynamic names must be cleared if you want to enter another static name, using only *DN as name.

    Note on automatic renaming:
    The automatic renaming can be activated and deactivated using the AL menu (in Gameplay
    menu, last option). This function is provided to help you with new build ships, cause they
    will be renamed with the default for that class when this routine cycles.
    It renames every Ship or Station which has not been renamed by RSwE before.

    Note on Locking/Unlocking names:
    if you use *LN in combination with *DN, the locked name will be set in the DN-routine
    and will reset itself if you use *LN or *UL without *DN to the prevoius locked name
    so make sure you either deactivate DN by rename the ship with "*DN"(without quotationmarks)
    and then use *LN or *UL, or use *LN or *UL in combination with *DN!

    You can review the list of expressions anytime by choosing Help option from RSwE menu.
  • Credits:
    • Loky77 who maintained RSwE until version 1.7
      Klyith who wrote the original script
      Gazz who converted it to X3TC and added some commands
    A big thank to them.
  • Explanation:
    • A nonary system is a numbering system like our decimal system,
      in our decimal system we have the digits 1-9 + 0
      in a nonary system you have the digits 1-8 + 0
      so in decimal we are counting
      1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 ....
      in a nonary system we count
      1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 10 , 11 , 12 , 13 ....

      i needed to use a nonary system cause i had only 24 greek letters
      but for a decimal system i would need 27 letters,
      Each unit (1, 2, …, 9) assigned a separate letter,
      each tens (10, 20, …, 90) a separate letter, and
      each hundreds (100, 200, …, 900) a separate letter.
      the original greek numbering system was decimal, but it had 3 extra
      letters, digamma ϝ for 6, qoppa ϟ for 90, and sampi ϡ for 900.
      but it seemed X3 could not display them as they always appeared blank

      Nonary source
      Greek numerals source
  • Version-History:
    (Only the last change is listed here for more infos on past versions see the readme file above)
    • v.3.4.1
      • Hotfix for Export T-File function
        fixed the xml escape characters, I broke them with the last patch :(

Code: Select all

Note for other Modder/Scripter
This script use the Text file/Page ID: 8860.
It also uses Custom Command ID: 1555
If you have any requests or found any bugs, please let me know!
Greetings Medevel
Last edited by Medevel on Sun, 7. Jun 15, 11:58, edited 25 times in total.

malhavoc431
Posts: 11
Joined: Thu, 28. Oct 10, 04:00
x4

Post by malhavoc431 » Sat, 1. Oct 11, 06:17

Alright, so I might just be a neanderthal, but I have been trying for the past hour or so to use this script to add Greek letters to my ship names. In the readme there are plenty of references to using α, β, and so on, but no real exact instructions on how to get to that point. Any help would be most appreciated.

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Sat, 1. Oct 11, 07:56

hey malhavoc
first of all thanks for your reply :)
in RSwE there is no direct way to add greek letters to the names.
in RSwE the greek letters are used for indication the depth of
the formation when ships are following/defending or flying in a
wing with each other.
the used expression is *FP.
but i will look into this to add an expression with which you
can simply add some greek letters to your ship names.

Greetings Medevel

malhavoc431
Posts: 11
Joined: Thu, 28. Oct 10, 04:00
x4

Post by malhavoc431 » Sat, 1. Oct 11, 08:13

That would be amazing. I used to use UniTrader's Ship/Station Names Management and that is where I got used to using Greek letters to give ships certain names and such. Thanks for the quick response and I look forward to seeing what you can do!

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Sat, 1. Oct 11, 11:34

Hey Guys
new version is out :)
Changes in 1.9:
  • added *Gnn for greek letters requested by malhavoc431
    *Gnn will add the greek letter to the name
    *G01 will be α (alpha) *G24 will be ω (omega)
  • added an option to reset a Default
    use a single space to reset the Default to the one from the T-File
    i forgot to implement this in the last version so here it is
  • changed the Defaults to make them colorful
    basing on the Defaults cptANGRIST send me
    hope you like them
Greetings Medevel

malhavoc431
Posts: 11
Joined: Thu, 28. Oct 10, 04:00
x4

Post by malhavoc431 » Sat, 1. Oct 11, 18:41

You sir are a scholar and a gentleman. Thank you kindly!

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Tue, 27. Dec 11, 16:16

hey Guys
Played the new X3:AP and thought maybe RSwE would work there
and as i tested it i got some ideas how to improve RSwE so
a new version is out 8)
Changes in 2.0:
  • added an option to calibrate the Interval of Dynamic Naming
    shorter interval will have *DN to run more often, so expressions like
    *CM or *CA will be more accurate, but on the down-site it can
    cause hicups or lags.
  • changed the cliboard handling to fasten and lighten the script
    as user you will see no changes but a slightly faster renaming process
  • deleted plugin.rswe.clip.xml
    which was basicly just a copy of plugin.rswe.tool.xml but just for parsing
    the clipboard. Now the scripts reads the cliboard out before processing
    the expressions, so this file became obsolet.
As always if you encounter any errors, bugs or problems let me know
Greeting Medevel

User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
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Post by joelR » Tue, 27. Dec 11, 16:50

Thanks Medevel.

wga
Posts: 34
Joined: Thu, 19. Feb 09, 15:04

Post by wga » Thu, 5. Jan 12, 19:23

Huh ... I am running X3 AP and find the script useful, however, the *FP function very strange. It will also rename the one who follow the Leader. And after remove some ships from fleet, renaming will not change these ships who leave fleet to new name.

Also, how about dont add 'Leader' but simply 'α' with no number follow, then the fleet members will follow with α1, α2, ... etc. It will be much better for who want sort fleet by name as the Leader on first place.

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Thu, 5. Jan 12, 23:33

Hmm strange, normal the ships removed from fleet should be renamed without any fleet-association, i suspect you aren't useing the *DN-flag or havent renamed the ships, outside the fleet, after removing them.
BUT i will check this!
Secondly a simple 'α' would also do the trick to flag an Leader, haven't thought about this since i took over the script, thanks.

Greetings Medevel

Coruskane
Posts: 849
Joined: Fri, 13. Jun 08, 13:14
x4

Post by Coruskane » Tue, 10. Jan 12, 23:24

I just mentioned this in another thread which reminded me...

Thanks a lot for this. I use it extensively (from the original in X3:R, to Loky's conversion to your excellent rewrite and feature expansion in TC and AP), in every single game and for every single ship, and it works fantastically. Great menu, great features and super easy and flexible.

:boron:

edit: maybe change your entry in the S&M Library to mention the improved coding and interface and that your version is up to date and AP compatible? Publicity never hurt :)

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Thu, 12. Jan 12, 11:49

Hey Guys
I am glad you appreciate my work Coruskane, and
likewise i am using RSwE since X3:R for nearly
everything.
This is one reason i decided to continue RSwE when loky
stopped updating it.

At the moment i am thinking about the Formation expressions
(*FP *FR *FL *FO *FI *FN)
since wga was confused how the fleet were renamed.

First of all *FO was broken, i dont know how and how long
it has been, but it will be fixed in the next version

*FP is the ID of the Formation
(i don't use the term "fleet" cause it can confuse)
which means every formation has ONE, and is the same
for all ships inside the formation.
it began with α1 but i removed the number on the first
24 formations, so the first formation are now α - ω, and if
there are even more we get α1

Now i like to demonstrate how a Formation is build
(it might sound rather complicated but its really simple ingame)
lets say we have a few ship, which should patrol an semi-safe sectors.
Since X3:TC we got a nice cool feature called "Wings" (blue,green...),
but it is also limited and for the most parts in the later game, i have
more Formations than i could manage with the "Wings"-feature.
That is why RSwE is still working "Old-School" like it was before
"Wing"-feature was implemented.
Back to our ships:
we have a M7 which is protected by 2 M6 which themselfs are
protected by 2 M3
all together 7 ships

Code: Select all

           |-M3
    |- M6 -|-M3
M7 -|
    |- M6 -|-M3
           |-M3
Lets rename our ships *FP *CL *FO*FI:
*FP is the formation ID, *CL is the class, *FO is the debth
of the formation lines and *FI is the shipID inside the formation.
Lets pretend its our first Formation so the ships would be renamed
like this:

Code: Select all

                    |- α M3 γ2
        |- α M6 β1 -|- α M3 γ3
α M7 α -|
        |- α M6 β4 -|- α M3 γ5
                    |- α M3 γ6
Now lets say we add a ship to this formation like
a M3 protecting the M7 it might look like this:

Code: Select all

                    |- α M3 γ2
        |- α M6 β1 -|- α M3 γ3
α M7 α -|- α M3 β7
        |- α M6 β4 -|- α M3 γ5
                    |- α M3 γ6
With the "new" "Wing"-feature it is easier to assemble
Formations, but i would only use it on big or important Formations.
And here comes the moment where i am stuck:

Lets say we have a small Attack-Formation
1 M1 filled with angry M3
3 M2 filled with deadly weapons
5 M8 filled with heavy missiles
3 M7 to accompany the M2s
1 TL for Ammunition, Missles and Energie
5 M6 to protect the TL

so we have 18 Ships + a few dozens M3 inside the M1.
With these ships we generate a new Wing hmm lets take
Red Wing and also renaming them *FP *FO*FI - *CL
(even if *FO is complete useless in a "Wing", cause there
is only the leader and the rest, not much formation depth)

Code: Select all

β α - M6
β β1 - M2
β β10 - M7
β β11 - M6
β β12 - M6
β β13 - M8
β β14 - M8
β β15 - TL
β β16 - M7
β β17 - M6
β β2 - M2
β β3 - M7
β β4 - M8
β β5 - M2
β β6 - M8
β β7 - M1
β β8 - M6
β β9 - M8
i always wondered which ship gets the leader-flag in a "Wing"
cause it always seemed random, but now i know its the one with
the lowest Ship ID(YM6DQ-17 in this example)
now we have the problem that the TL also tries to attack the enemy
so we execlude him and his escort from the fleet, but let him
follow the M1 to stay in range, we get:

Code: Select all

RED-WING
β α - M7
β β1 - M2
β β10 - M8
β β11 - M7
β β2 - M2
β β3 - M8
β β4 - M2
β β5 - M8
β β6 - M1
β β7 - M8
β β8 - M7
β β9 - M8
OUTSIDE OF RED-WING
β γ12 - TL
β δ13 - M6
β δ14 - M6
β δ15 - M6
β δ16 - M6
β δ17 - M6
And this behavior is what wga claims to be strange.
For me on the otherhand it is pretty neat, when i add
some leading zeros sothat the list is again in order.

But if you say this is complete wrong the ship outside
of the "Wing" should not be counted as member of the
Formation, when even X3:AP is counting them as follower
of the leader, i need to add an exception for this exact
szenario.

OMG again such WallofText sorry but if you are interested
you should read all :P
Greeting Medevel

wga
Posts: 34
Joined: Thu, 19. Feb 09, 15:04

Post by wga » Fri, 13. Jan 12, 06:35

wga wrote:Huh ... I am running X3 AP and find the script useful, however, the *FP function very strange. It will also rename the one who follow the Leader. And after remove some ships from fleet, renaming will not change these ships who leave fleet to new name.

Also, how about dont add 'Leader' but simply 'α' with no number follow, then the fleet members will follow with α1, α2, ... etc. It will be much better for who want sort fleet by name as the Leader on first place.
OK, i think the follower will be 'in the fleet' is corect, just like join fleet and setup wings

BTW, how about add a true/false option to indicate the player ship with beginning " " (a space, maybe other better char for sorting first). Then each time press 'r' will always has the "AIR FORCE ONE" on top

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Fri, 13. Jan 12, 08:58

wga wrote:BTW, how about add a true/false option to indicate the player ship with beginning " " (a space, maybe other better char for sorting first). Then each time press 'r' will always has the "AIR FORCE ONE" on top
This kind of option would be easy to create, just have to test
which is the best char, but guess a simple space would be a
good start.

Medevel

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Fri, 13. Jan 12, 17:17

Hey Guys
here is a new version
Changes in v.2.1:
  • fixed *FO which was broken, when i added the greek letters
    in 1.9, i guess sorry about that
  • changed *FP to name the first 24 formations with α-ω
    and use α1-ωn+1 with the 25th formation and above
  • changef *FP to no more flag the Formation Leader
    to save space in the names :)
  • changed *FI to give the leader no number and start
    numbering the other with 1
  • changed *FI to have leading zeros if the Formation
    has more than 10 members
  • added an option to reset the Formation ID's
    all exicting formations will get a new id
  • added a option to insert a space infront of the Playership's name
    in order to let X3 sort it on top in Lists
    this is OFF by default
  • added some Headers to the menu to make it more eye-catching
  • changed the menu to be persistent
    means it will remains open after renaming, but help will still close it
Hope you like it and as always let me know if you encounter any Bugs,error or problems
Greetings Medevel

wga
Posts: 34
Joined: Thu, 19. Feb 09, 15:04

Post by wga » Fri, 13. Jan 12, 21:27

Great! ...

I had try it .... and

Since I use *K for the beginning color, the preceeding space just sort player ship at the last .... Maybe let user defined wanted char ?

Also, when using 'Rename all ships with RSwE defaults', previous version will not show the menu again (though, this is a bug), new version will bring menu back, however, as rename all my < 40 objects, it cost about 2 ~ 4 seconds to complete, I had to close it since I already press 'r' to check names, maybe just let the menu close after executing renaming command.

And is it possible to check fleet ships number before assign W00x ?
If we only have 9 ships, maybe W1 -> W9 (most case )
have 10 ships, maybe W01 -> W10 (much bigger fleet)
have 100 ships, then W001 -> W100 (hard test for CPU, GPU?)

Thanks the work ! ... :wink:

wga
Posts: 34
Joined: Thu, 19. Feb 09, 15:04

Post by wga » Sat, 14. Jan 12, 06:29

Another suggestion.

M1 and TL share the same namming format (TM, too)
However M1 is a battle carrier and TL is a supplier carrier
TM are poor guy's carrier.

I used the color to 'paint' different class ship, when uing *KB means for battile, *KG for supplier and *KY for transporter. Althought we can check ship's class by name, sometimes color can be more instinct.

It will be much better to seperate into differet namming rules for using different color to know which one.

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Sat, 14. Jan 12, 13:44

wga wrote:Since I use *K for the beginning color, the preceeding space just sort player ship at the last .... Maybe let user defined wanted char ?

Also, when using 'Rename all ships with RSwE defaults', previous version will not show the menu again (though, this is a bug), new version will bring menu back, however, as rename all my < 40 objects, it cost about 2 ~ 4 seconds to complete, I had to close it since I already press 'r' to check names, maybe just let the menu close after executing renaming command.

And is it possible to check fleet ships number before assign W00x ?
If we only have 9 ships, maybe W1 -> W9 (most case )
have 10 ships, maybe W01 -> W10 (much bigger fleet)
have 100 ships, then W001 -> W100 (hard test for CPU, GPU?)

M1 and TL share the same namming format (TM, too)
However M1 is a battle carrier and TL is a supplier carrier
TM are poor guy's carrier.
It will be much better to seperate into differet namming rules for using different color to know which one.
first it is no problem to define a char just need to add it to the menu
and assing a global variable, nothing serious :)

second it is right, versions pre 2.1 wont bring back the menu
cause it was just not made that way, would be a nice idea to
make a toggle True/False if the menu schould stay or not, also
not that hard to make,
than the Rename By Default option is made to last some
moment this has nothing to do with your CPU, there are a lot
wait sequences let me see if i can't speed it up :)

third the Expression you used for W00x is *FN right?
guess so and yes that is no problem

fourth TL,M1,TM all share the same higher class "Carrier"
back in X3:R there was only the M1 and TL "Carriers" but
with X3:TC the TM was implemented, which is also a "Carrier".
It will take a bit longer to seperate them but wont be a
problem

wga
Posts: 34
Joined: Thu, 19. Feb 09, 15:04

Post by wga » Sat, 14. Jan 12, 13:51

OK, I know the ploblem, space's ASCII code DO small than '*', 'a', 'b' .. etc

However the *KX will transform to other code which sort order before space

I just rename the PLAYER ship by press 3 right arrow key, press a space, got the correct order.

That's mean we should check if the naming string begin with color mark, place the space after it, just like

Code: Select all

 '*KG*TS' -> '*KG *TG'
About space, the *FP will only show up when ship in formation(wing, fleet ...etc). If we want to get space for not connecting words, the ship doesn't join in fleet will have two space when naming, theese two space are used for insert a *FP. maybe able to set an option for trim space into only one if *FP or others don't show up ?

Well, I think I had tried too many times on the script.
It is a good script :wink:

wga
Posts: 34
Joined: Thu, 19. Feb 09, 15:04

Post by wga » Wed, 18. Jan 12, 20:04

*FN : Incrementing number with leader zero, plus prefix W if wingman, or L if leader

I found this work for 'protected', 'follow' ... not for wings.

How about add new expr, huh, call

*WP: Wing ID, just α, β... ,ω, mapping α for blue, β for gold ... etc
*WN : Incrementing number with leader zero, plus prefix W if wingman, or L if leader

Also if wing only have 9 members, just assign as L, W1, W2, W3, W4 ... W9

For example, we have blue wing with three fighter, gold wing with four fighter. then the following naming for wing will be

*WP *WN

α L
α W1
α W2
β L
β W1
β W2
β W3

Why this ? sometimes in battle, we will try to arrange aciton for our fleet, and then ship will follow or protect others, if we renaming it, we will got different sorting from the beginning, using wing will much stable, it won't change unless we arrange wing.

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