[AP][MISSIONS]Mission briefing fix for stock missions, vanilla-friendly

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cattafett
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Post by cattafett » Fri, 4. May 12, 03:51

kurush wrote:Even if I can make it work through some scripting trickery, this will break vanilla-friendliness for sure, so two versions would be required. I'd rather write a script to extract the current version of the file and merge the changes really. Something I will probably do if another patch gets released or if somebody asks for TC support.
can we have this for TC please

wanted to have a look at this but when i try to download the vanilla-friendly version i get to the rapidshare page click on download and get an error page will try latter
those UFOs you hear about are just what you tried to explaine to me going over my head
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Post by kurush » Fri, 4. May 12, 04:08

cattafett wrote: wanted to have a look at this but when i try to download the vanilla-friendly version i get to the rapidshare page click on download and get an error page will try latter
Vanilla-friendly version will not work for TC - I will need to reapply the same changes to the TC version of the file. xsp might work though. The biggest obstacle is the requirement to play-test it for almost a week until you are sure you saw briefings for all the missions that were changed. I can apply the changes but will need somebody playing TC to actually test the results.

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Post by cattafett » Fri, 4. May 12, 04:16

i'm happy to test it for you but i'm unable to download either option
any chance you could upload to somewhere other than rapidshare
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings


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Post by kurush » Fri, 4. May 12, 05:46

I added files to my googledocs account and updated the root post with alternative links. If you are already modified, please try the spk version with TC.

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Post by cattafett » Fri, 4. May 12, 07:24

ok downloaded
as i'm not playing a moddifide game i extracted your T file from the spk
and copy/pasted the content to a t file i already added to the game that no. 0003 is auto loaded without a script needed and so keeps ypur game vanilla

so far ive had an abandon ship and a stolen ship tell me what ship i'm going to have to return
a sector patrol let me know who i would have to kill
and a defend station mission let me know what race the shady chareters were

so sofar things look ok, i will contine to play and let you know if there are any problems

while i'm here any chance you could do the same to the blow up trade convoy mission? to let us know which race the convoy belongs to
many thanks catta
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

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Post by kurush » Fri, 4. May 12, 07:32

cattafett wrote:t file i already added to the game that no. 0003 is auto loaded without a script needed and so keeps ypur game vanilla
I thought about piggybacking on one of bonus pack t-files, but didn't have a chance to try. Thanks for figuring that out and testing it :) Convoys were tricky, I tried them once but didn't manage to get enough of them to test. I plan to tweak my global MD file that determines mission availability so that I get those missions more frequently. May be then...

@DrBullwinkle: Now who was saying that people don't care about vanilla-friendly mods? :)

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Post by kurush » Sat, 5. May 12, 21:51

cattafett wrote: while i'm here any chance you could do the same to the blow up trade convoy mission? to let us know which race the convoy belongs to
many thanks catta
I uploaded a new version that should cover destroy convoy missions. Both spk and zip links are updated.

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Post by -eni- » Sun, 6. May 12, 11:03

A realy nice one. Is there any chance to inlcude more details to trade/passenger missions too? An information about how much cargospace is required would be good.

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Post by kurush » Sun, 6. May 12, 21:03

-eni- wrote:A realy nice one. Is there any chance to inlcude more details to trade/passenger missions too? An information about how much cargospace is required would be good.
One thing I am not sure is whether I can do any math in the language files, but I assume that probably not. I am also not sure whether there is a macro that gives you the # of cargo units required for one ware of this type. If there is, I can probably put it on the briefing. Otherwise, it would require a modification of the actual MD files and this is something that will be breaking with each new release. For passengers it is always 6 * # of passengers though, seems to be simple enough to calculate without modding. And for wares you can just print yourself a table of their size and then do some math practice :)

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Post by dillpickle » Sun, 6. May 12, 21:55

kurush wrote:
-eni- wrote:A realy nice one. Is there any chance to inlcude more details to trade/passenger missions too? An information about how much cargospace is required would be good.
One thing I am not sure is whether I can do any math in the language files, but I assume that probably not. I am also not sure whether there is a macro that gives you the # of cargo units required for one ware of this type. If there is, I can probably put it on the briefing. Otherwise, it would require a modification of the actual MD files and this is something that will be breaking with each new release. For passengers it is always 6 * # of passengers though, seems to be simple enough to calculate without modding. And for wares you can just print yourself a table of their size and then do some math practice :)
For the Group Passenger Transport Missions (2.130 Generic Group Transport), you can use {value@L2M130.NeededSpace} for the cargo space needed - from:

Code: Select all

<set_value name="L2M130.NeededSpace" exact="{value@L2M130.Passenger Count}*{lookup.type.cargospace@SS_WARE_PASSENGER}"/>
Number of passengers * passenger cargo space - already in the mission code.

The Cargo Transport Missions (2.116 Cargo Transport - Entertainment Chips etc...), the total space needed isn't calculated until after the briefing is created.
However as each ware has its own individual text, you could add the cargo class - {lookup.type.cargoclass.name@SS_WARE_RWASTE} - {already in radioactive waste briefing) telling the player they need a ship to carry XL cargo. There is also {lookup.type.cargospace@SS_WARE_RWASTE}, which will give the Cargo space per unit of the specified type, as you are already told the number to collect it should be simple maths.

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Post by kurush » Mon, 7. May 12, 18:51

dillpickle wrote: For the Group Passenger Transport Missions (2.130 Generic Group Transport), you can use {value@L2M130.NeededSpace} for the cargo space needed - from:
After you did all the hard work I guess I have no excuse not it include it :) Thanks! The links are updated. I also added Escort convoy missions and it really covers all I can think of. BTW, is there any sort of reference for properties available on each object and what is available as lookup.* ?

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Post by Nanook » Thu, 10. May 12, 22:00

kurush wrote:...or if somebody asks for TC support...
[Raises hand and asks politely].

Pretty please? :D
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

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Post by kurush » Fri, 11. May 12, 00:20

Nanook wrote:Pretty please? :D
SPK version should work on both AP and TC. If you prefer to stay vanilla, I added a download link for TC prepared using cattafett's method. Please let me know if it works - I currently can't test it.

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Post by cattafett » Fri, 11. May 12, 00:45

just so you know the TC vanilla safe version should work in AP as well
as all the AP 0003 tfile contains is the text for the AP uplink and i had no problems with my colour freight menus when trying to upload my AP stats
may make it easier for people to merge instead of using all of 0001 tfile

also if you haven't wiped your hands of this as finished
for the return ship missions any way to tell where the ship is before you say you'll get the ship
and
Courier missions - displays the size of one ware in cargo units
this is FREAKING GENIUS

now all you have to do is back date this to X3r and X2 :wink:
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

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Post by kurush » Fri, 11. May 12, 01:00

cattafett wrote:just so you know the TC vanilla safe version should work in AP as well
as all the AP 0003 tfile contains is the text for the AP uplink and i had no problems with my colour freight menus when trying to upload my AP stats
may make it easier for people to merge instead of using all of 0001 tfile
Figured that, the only issue is that your upload dialog will say "X3TC" instead of "X3AP". I'll probably put some game-neutral text there if I ever manage to add the sector for return ship. It also seems to be a good location for shameless advertisement of running modded games as vanilla, :lol:

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Post by cattafett » Fri, 11. May 12, 02:18

are you sure as i thought that the TC uplink was somewhere on the 0002 tfile.
if I ever manage to add the sector for return ship
from your tfile

Code: Select all

 <t id="1002">One of our pilots has abandoned a {lookup.type.name@{value@L2M105 Return Ship.Shiptype}} in a nearby sector. We need someone to bring it back.</t>
 <t id="1003">Return Abandoned {lookup.type.name@{value@L2M105 Return Ship.Shiptype}}</t>
 <t id="1004">A pilot abandoned a ship. Return {object.name@{param@ShipName}}, {object.code@{param@ShipName}} in {object.sector.name@{param@ShipName}} to {object.name@{param@DestName}}, {object.sector.name@{param@DestName}}.</t>
line 1002 is the the offer and 1004 is the go and get my ship from message then would this work

Code: Select all

<t id="1002">One of our pilots has abandoned a {lookup.type.name@{value@L2M105 Return Ship.Shiptype}} in sector {object.sector.name@{param@ShipName}}. We need someone to bring it back.</t>
am going to test and will let you know
or if i find out i'm wrong quickly i'll edit my post and hide my stupidity :P :twisted:

EDIT: didn't work, guess if it was that simple you would've done it
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

kurush
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Post by kurush » Fri, 11. May 12, 04:04

cattafett wrote:are you sure as i thought that the TC uplink was somewhere on the 0002 tfile.
Nearly 100% :) I found the same strings in 0001. In AP they just added this override file where they changed X3TC to X3AP in the file path. Don't ask why didn't they just change 0001... :) I'll look into the sector issue, it makes sense to add it if it is available. I just haven't tried.

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Post by kurush » Sat, 12. May 12, 07:55

cattafett wrote: EDIT: didn't work, guess if it was that simple you would've done it
I got it working with a slightly different macro. Links are updated.

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Post by kurush » Mon, 14. May 12, 07:59

Added station position to the station build mission to help people trying to build something in terran or Albion sectors.

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