[TC] Make a created ship buyable in a shipjard
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[TC] Make a created ship buyable in a shipjard
I created a ship and I entered the game with the file TShips, x3_universe, etc. With XModelViewer I can see the ship for sale to Omicron Lyrie, but I can buy just starting a new game. How can I do to be able to buy it whit a loaded game?
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- EmperorJon
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how can I do this??
P.S. sorry for my bad english
P.S. sorry for my bad english
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I thought that for objects existing in the game you can also use the cheat package or just a simple script. In the cheat package there is a command to add ships / stations to a shipyard. Does the new ship show up if you use this command?dillpickle wrote:It can be done with the Mission Director - it's how they add the Sirokos to the OTAS shipyard when you reach rank 10 with them...
- EmperorJon
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Yes, but that's a ship which already exists; you can use the MD or SE to easily add a ship to a shipyard, but AFAIK not a ship which didn't exist when the save was created.dillpickle wrote:It can be done with the Mission Director - it's how they add the Sirokos to the OTAS shipyard when you reach rank 10 with them...
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so, what i must to do?
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Code: Select all
<?xml version="1.0" encoding="ISO-8859-1" ?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="AddMyShip" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd">
<cues>
<cue name="AddMyShip">
<condition>
<check_value value="{player.age}" min="10s"/>
</condition>
<action>
<do_all>
<find_station race="argon" class="shipyard" name="OLShipyard">
<sector x="13" y="6"/>
</find_station>
<add_products object="OLShipyard">
<ware typename="SS_SH_OTAS_HCF" exact="1"/>
</add_products>
</do_all>
</action>
</cue>
</cues>
</director>
You will need to change the typename - SS_SH_OTAS_HCF - for the typename of your ship.
This will put it for sale in the shipyard in Omicron Lyrae. If you want it on more tan one shipyard you can duplicate the code between the <do_all> tags for each station, you will need to give each shipyard a 'unique name' and change the sector co-ordinates.
Alternatively, something like:
Code: Select all
<?xml version="1.0" encoding="ISO-8859-1" ?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="AddMyShip" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd">
<cues>
<cue name="AddMyShip">
<condition>
<check_value value="{player.age}" min="10s"/>
</condition>
<action>
<do_all>
<find_station race="argon" typename="SS_FAC_A_SHIP" group="ArgonShipyards" multiple="1">
<sector x="13" y="6"/>
<jumps max="75"/>
</find_station>
<do_all exact="{group.object.count@ArgonShipyards}" counter="count">
<add_products object="{group.object.{counter@count}@ArgonShipyards}">
<ware typename="SS_SH_OTAS_HCF" exact="1"/>
</add_products>
</do_all>
</do_all>
</action>
</cue>
</cues>
</director>
Don't know anything about the cheats - It's quicker for me to do it with MD...kurush wrote:I thought that for objects existing in the game you can also use the cheat package or just a simple script. In the cheat package there is a command to add ships / stations to a shipyard. Does the new ship show up if you use this command?
As long as there is a unique typename for the ship and it's in the tShips file there shouldn't be a problem.EmperorJon wrote:Yes, but that's a ship which already exists; you can use the MD or SE to easily add a ship to a shipyard, but AFAIK not a ship which didn't exist when the save was created.
thank you guys for the replys. tomorrow i'll try :)
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- DrBullwinkle
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Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Adding a ship to a shipyard is a couple of line script.
If you download the one on my download site to add the HQ and MO to a shipyard, you can copy that and then just change the HQ to your new ship, and change the race to where you want it.
Anything added to the game can be referenced in a script or MD immediately, only maps have the limitation of game start.
If you download the one on my download site to add the HQ and MO to a shipyard, you can copy that and then just change the HQ to your new ship, and change the race to where you want it.
Anything added to the game can be referenced in a script or MD immediately, only maps have the limitation of game start.
- apricotslice
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i tried thatapricotslice wrote:If its a setup.??? script, remove it from the scripts folder. The ship wont get added next time the game starts.
but the ship is still there (i added the OTAS Maintenance pod to Goner shipyard in Lightseeker, i use XRM)
In fact, here is the complete issue:
- if i use the script to add a ship to any shipyard, ship will be there available for sale
- if i do not save the game, remove the script from Director folder, ship will not be available for sale at the shipyard anymore
- if i save the game while script is in Director folder, exit, delete the script, load saved game - the ship is not removed from shipyard
- apricotslice
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There is a difference between scripts and mission director files. Setup scripts add things as they are run every time the game starts. MD add things permanently when it is run once.
If you are using MD in the director folder, then you would have to write a new MD that removes what was previously added. I cant help with MD though. Never was much good with it.
If you are using MD in the director folder, then you would have to write a new MD that removes what was previously added. I cant help with MD though. Never was much good with it.
- DrBullwinkle
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@adriancos: The easier way to do what you are trying to do is to use the Cheat Package. The link is stickied to the top of this forum.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
after reading your post it makes sense now why it was not removedapricotslice wrote:There is a difference between scripts and mission director files. Setup scripts add things as they are run every time the game starts. MD add things permanently when it is run once.
If you are using MD in the director folder, then you would have to write a new MD that removes what was previously added. I cant help with MD though. Never was much good with it.
thank you for the tip, it is very easy indeed using cheat packageDrBullwinkle wrote:@adriancos: The easier way to do what you are trying to do is to use the Cheat Package. The link is stickied to the top of this forum.
- ubuntufreakdragon
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The easiest way is to add the ship via MSCIscript inside a setup.script as it recalls every reload so it's persistent when the shipyard gets destroyed.
Only a direct map edit is better in persistence, but this only works if the may entry of the shipyard wasn't Part of the savegame.
dillpickle's md way isn't as save as this because the ship will be removed for ever from the shipyard once the shipyard got destroyed and respawns.
Only a direct map edit is better in persistence, but this only works if the may entry of the shipyard wasn't Part of the savegame.
dillpickle's md way isn't as save as this because the ship will be removed for ever from the shipyard once the shipyard got destroyed and respawns.
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XRebirth, things left to patch:
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XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist