Ship Tricks: Mini-Guides. NO 3D modeling required! (Bullwinkle) [Guide][TC][AP]

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unity100
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Post by unity100 » Thu, 30. May 13, 16:00

X2-Illuminatus wrote:Under 'Plugins' select the 'Cat Manager'. Then it should work.
i created a catalog with that, but it doesnt let me create a file directory like addon\types inside it. maybe for this reason the cat i tried with it did not work.

i just overwrote the pck files in original location and had the game work that way though.

movieman1717
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Custom stations..?

Post by movieman1717 » Mon, 10. Jun 13, 20:20

I know this is a little off topic, but is there any way to alter the way factories/docks work?

I would like to have a custom split equipment dock (just because I like the looks of it) that works as a giant factory and a custom split shipyard that works like the player HQ.

Sadly, I have no idea how to start with this, neither do I have any scripting/modding experience. :evil: But I DO like to learn it :D

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DrBullwinkle
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Post by DrBullwinkle » Tue, 11. Jun 13, 01:50

movieman1717 wrote:I would like to have a custom split equipment dock (just because I like the looks of it) that works as a giant factory


I would think that would be very easy to do, movieman, although I have not tried it. It will be easier if you think about it the other way around: You want a factory that looks like a Split Equipment Dock.

Try changing the scene for your factory in TFactories.


a custom split shipyard that works like the player HQ.


Again, think about it the other way around: You want a PHQ that looks like a Split Shipyard. There are two player headquarters: The Commonwealth PHQ (SS_DOCK_P_HQ) and the Terran PHQ (SS_DOCK_TR_HQ). Both are defined in TDocks, and both are listed as "Yaki" docks (no, I do not know why!).


neither do I have any scripting/modding experience.


Well, that is going to be a greater barrier. Modding is, essentially, reverse-engineering, which tends to be a skill that people acquire from experience.

But I think that you can change your factory easily enough, which will give you a start on your modding carrier!
.

dempom
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Post by dempom » Mon, 24. Jun 13, 21:09

@DrBullwinkle

Thanks for writing this guide. I followed the section on adding an external TS/M6 dock as well as the section on "embiggening" internal docks.

I wanted to add an external M2/M1 dock and tried the following:

Code: Select all

P 39; B ships\props\extern_BIG_dock; N ships\props\extern_BIG_dock; b 
{ 0x2002;  300000; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } 
However, this does not seem to work. Is extern_BIG_dock not implemented?

I then stole the big dock from the ARAN and it got closer to working

Code: Select all

P 39; B 19040; C 1; N B19040_1; b 
{ 0x2002;  470000; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } 
The syntax is a little different from what you have in the guide. Not really sure what the different format means.... Using a straight copy of the first line from the Aran, M2's can be commanded to dock but they don't actually dock (even OOS).

Any suggestions on what to try next?

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DrBullwinkle
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Post by DrBullwinkle » Mon, 24. Jun 13, 21:15

Yeah, I have had trouble with HugeShip docks, as well.

They work if you use Docking Lockup Fix. Otherwise... they seem to be troublesome.

dempom
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Post by dempom » Mon, 24. Jun 13, 21:32

I'm using the Docking Lockup Fix but its still not working. Maybe I installed it incorrectly? For AP, which scripts folder should it go in?

Yinepuhotep
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Post by Yinepuhotep » Sat, 14. Dec 13, 20:17

Is there some way to convert Tships.pck into a text file so I can follow along in this guide?

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DrBullwinkle
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Post by DrBullwinkle » Sat, 14. Dec 13, 20:45

Just drag and drop from the X3Editor to Windows Explorer. I probably do it in some of the videos.

Mav/
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Post by Mav/ » Sun, 16. Feb 14, 11:27

A short question: In strings like

Code: Select all

{ 0x2002;  300000; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } 
, the 2nd to 4th value rather obviously are the xyz-coords and three of the following should be rotations (seemingly from 0.0 to 1.0, or maybe from -1.0 to 1.0) .
Now the question : Which ones are the rotation, and what are the remaining three ? :?
(1st value seems always the same more or less, so I'm not really concerned about it right now)


.
Else than that - great tutorial 8) , big THANKS from me. :) :!:
.

dempom wrote:The syntax is a little different from what you have in the guide.
Hm, comparing the two, I'd say the difference is (judging from my recent turret-editing tries) that the 2nd seems to be linked to a (the main?) cockpitview in some way via the 'C 1'-part - though why a dock should be so, I have no idea... :?
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DrBullwinkle
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Post by DrBullwinkle » Sun, 16. Feb 14, 15:06

If I knew the full syntax then I would have included it in the guide. :)

You can figure out the rotations pretty easily by just trying them.

I don't know what dempom was talking about regarding syntax, because both of his examples had exactly the same syntax.

I am glad that you liked the tutorial.

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Black_hole_suN
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Post by Black_hole_suN » Fri, 4. Apr 14, 02:35

Hi!! you sir wrote a very nice guide..

I have a couple of questions:
- what props/dummies/scene/whatever file would I use if I want to add an external docking slot for m8's use only?

- how to make "extern_M6_dock" or any m6 specific docking to act like a TM one that will speed launch the ships?

- unrelated to ships- how to make CFA and FBL fragment actually hit anything?? they just pass through anything then explode spectacularly

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DrBullwinkle
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Post by DrBullwinkle » Fri, 4. Apr 14, 04:25

Thanks.

1) Good question! The docs that I have do not mention M8's, and I have never tried. The only idea I have is to change the docking class to M8. (Where it otherwise says FIGHTER or TRANSPORT or M6 or whatever).

You should be able to test it quickly. Try changing:
ships\props\extern_M6_dock;ANIMATEDF_DOCKPORT_M6|ANIMATEDF_DOCKPORT_UDFWD;0;

to

ships\props\extern_M8_dock;ANIMATEDF_DOCKPORT_M8|ANIMATEDF_DOCKPORT_UDFWD;0;


2) Look at (or copy) the docks used in a TM scene. For example, "extern_M4_dock".


3) AFAIK, Cluster Flak Array (CFA), Fragmentation Bomb Launcer (FBL), and Starburst Shockwave Cannon (SSC) work like normal bullets. The graphical effect is just for show.


Note that, if you add a new dock, then you will have to increment the counter in Dummies:

SDTYPE_ANIMATED;20;
Last edited by DrBullwinkle on Fri, 4. Apr 14, 05:49, edited 1 time in total.

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Black_hole_suN
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Post by Black_hole_suN » Fri, 4. Apr 14, 05:24

Thanks!! will test these when I get back home tonight...

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Black_hole_suN
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Post by Black_hole_suN » Fri, 4. Apr 14, 20:48

Hi! I'm back..

Thanks for your tips. At first I was baffled at what should I do but after opening Dummies file, I quickly realize what are you talking about..

- so basically I just extract "extern_M6_dock" to the proper directory.. then change its name to

"extern_M8_dock".

after that add an entry to the Dummies file

ships\props\extern_m8_dock;ANIMATEDF_DOCKPORT_M8|ANIMATEDF_DOCKPORT_UDFWD;0;

- for a TM-style undocking I just change

ships\props\extern_m8_dock;ANIMATEDF_DOCKPORT_M8|ANIMATEDF_DOCKPORT_UDFWD;0;

to

ships\props\extern_m8_dock;ANIMATEDF_DOCKPORT_M8|ANIMATEDF_DOCKPORT_FWDPUSH;0;

also I increase "SDTYPE_ANIMATED;XX;" for every entry that I added to the Dummies file...


I still have alot of things to ask but I feel like I could do it all myself since X3 Editor 2 is actually a very noob-friendly..

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DrBullwinkle
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Post by DrBullwinkle » Fri, 4. Apr 14, 23:19

Approximately that, yes. (Except that you extract the Dummies file, not an individual dock).

Try it; that is the only way to find out whether it works. Remember to spawn a new ship to test (or use Super Script Killer (SSK) to clone an existing ship).

Yes, X3Editor2 is very easy to use.

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Black_hole_suN
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Post by Black_hole_suN » Sat, 5. Apr 14, 02:30

errr.. no.. I didnt extract the Dummies file. I extracted the extern_m6_dock from 02.cat then renamed it..

anyway.. IT WORKED

Now I can launch Gladiators from my Colossus.. and speed launch HCPs from my Titan.. Thank you for the help!!

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DrBullwinkle
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Post by DrBullwinkle » Sat, 5. Apr 14, 17:10

Awesome.

Thanks for the report, BHS!

Nicolas Avanti
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Post by Nicolas Avanti » Tue, 7. Oct 14, 06:36

Hello Friend!

According to Your instructions, last 3 days I was trying to make a guns to one of my most likely ship=) The result of all my trying was the follows:

first time the guns were added, but they are not firing((
I was trying to do something with that and they become firing (wonderful),
but there is no image of ship=))) It was looking like the invisible POINT that flying and firing=))):wink: after that i've reinstall all game and became from the beginnig. So right now, i have added guns, but they are not fire(((

Here is the code:

/# Exported with dbox2 1.10 from antihrist_scene.max at 25.04.2011 23:47:01

VER: 6;

P 0; B ships\M7\antihrist2; N ships\M7\antihrist2; // idx 0
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 1; B ships\props\cameradummy; C 1; N ships\props\cameradummy_01bridge; // idx 1
{ 0x2002; 0; 35327; -62585; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 2; B ships\props\cameradummy; C 7; N ships\props\cameradummy_07front; // idx 2
{ 0x2002; 0; 16060; 250280; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 3; B ships\props\cameradummy; C 2; N ships\props\cameradummy_02left; // idx 3
{ 0x2002; -65902; 14539; -2781; 0.215833; 0.000000; -1.000000; 0.000000; -1; 1; } // 0

P 4; B ships\props\cameradummy; C 3; N ships\props\cameradummy_03right; // idx 4
{ 0x2002; 65902; 14539; -2781; 0.215833; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 5; B ships\props\cameradummy; C 4; N ships\props\cameradummy_04topleft; // idx 5
{ 0x2002; -5064; 24548; 33048; 0.308172; -0.512574; -0.661196; -0.547803; -1; 1; } // 0

P 6; B ships\props\cameradummy; C 5; N ships\props\cameradummy_05topright; // idx 6
{ 0x2002; 5064; 24548; 33048; 0.308172; -0.512574; 0.661196; 0.547803; -1; 1; } // 0

P 7; B ships\props\cameradummy; C 6; N ships\props\cameradummy_06bot; // idx 7
{ 0x2002; 0; -33704; -46756; 0.250000; 1.000000; -0.000000; -0.000000; -1; 1; } // 0

P 8; B ships\props\rakot\Revelation4_Dummy; C 1; N ships\props\rakot\Revelation4_Dummy_01front; // idx 8
{ 0x2002; -7974; -24; 245863; 0.250000; -0.000000; 0.000000; -1.000000; -1; 1; } // 0

P 9; B ships\props\rakot\Revelation4_Dummy; C 2; N ships\props\rakot\Revelation4_Dummy_02front; // idx 9
{ 0x2002; 7974; -24; 245863; 0.250000; 0.000000; 0.000000; 1.000000; -1; 1; } // 0

P 10; B ships\props\rakot\Zenit1_Dummy; C 1; N ships\props\rakot\Zenit1_Dummy_01left; // idx 10
{ 0x2002; -78809; -179; -36360; 0.215833; 0.000000; -1.000000; 0.000000; -1; 1; } // 0

P 11; B ships\props\rakot\Zenit1_Dummy; C 2; N ships\props\rakot\Zenit1_Dummy_02left; // idx 11
{ 0x2002; -73927; -179; -13505; 0.215833; 0.000000; -1.000000; 0.000000; -1; 1; } // 0

P 12; B ships\props\rakot\Zenit1_Dummy; C 3; N ships\props\rakot\Zenit1_Dummy_03left; // idx 12
{ 0x2002; -69330; -179; 7578; 0.215833; 0.000000; -1.000000; 0.000000; -1; 1; } // 0

P 13; B ships\props\rakot\Zenit1_Dummy; C 4; N ships\props\rakot\Zenit1_Dummy_04left; // idx 13
{ 0x2002; -64857; -179; 28048; 0.215833; 0.000000; -1.000000; 0.000000; -1; 1; } // 0

P 14; B ships\props\rakot\Zenit1_Dummy; C 1; N ships\props\rakot\Zenit1_Dummy_01right; // idx 14
{ 0x2002; 78809; -179; -36360; 0.215833; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 15; B ships\props\rakot\Zenit1_Dummy; C 2; N ships\props\rakot\Zenit1_Dummy_02right; // idx 15
{ 0x2002; 73927; -179; -13505; 0.215833; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 16; B ships\props\rakot\Zenit1_Dummy; C 3; N ships\props\rakot\Zenit1_Dummy_03right; // idx 16
{ 0x2002; 69330; -179; 7578; 0.215833; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 17; B ships\props\rakot\Zenit1_Dummy; C 4; N ships\props\rakot\Zenit1_Dummy_04right; // idx 17
{ 0x2002; 64857; -179; 28048; 0.215833; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 18; B ships\Killjaeden\props\MKturret_dummy; C 1; N ships\Killjaeden\props\MKturret_dummy_01topleft; // idx 18
{ 0x2002; -17935; 19093; 33068; 0.308174; -0.512574; -0.661197; -0.547802; -1; 1; } // 0

P 19; B ships\Killjaeden\props\MKturret_dummy; C 1; N ships\Killjaeden\props\MKturret_dummy_01topright; // idx 19
{ 0x2002; 17935; 19093; 33068; 0.308173; -0.512575; 0.661195; 0.547803; -1; 1; } // 0

P 20; B ships\Killjaeden\props\MKturret_dummy; C 1; N ships\Killjaeden\props\MKturret_dummy_01bot; // idx 20
{ 0x2002; 0; -29565; -36998; 0.250000; 1.000000; 0.000000; 0.000000; -1; 1; } // 0

P 21; B ships\KRxen\extern_M6TSTM_dock; N ships\KRxen\extern_M6TSTM_dock; // idx 21
{ 0x2002; 0; -36676; -135178; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 22; B 19044; N 19044; // idx 22
{ 0x2002; -58446; -19127; -140288; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 23; B 19044; N 19044; // idx 23
{ 0x2002; 58446; -19127; -140288; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 24; B ships\props\reaktor_M72; N ships\props\reaktor_M72; // idx 24
{ 0xa002; 20921; -16030; -20090; 0.500000; 0.000000; 0.000000; 1.000000; 0.0;0.0;0.0;0.0;0.0; 3330; 1; } // 0
{ 0x8012; 0.498596; 0.000000; 1.000000; 0.000000; 0.0;0.0;0.0;0.0;0.0; 3332; 2; } // 1
{ 0x8012; 0.498596; 0.000000; 1.000000; 0.000000; 0.0;0.0;0.0;0.0;0.0; -1; -1; } // 2

P 25; B ships\props\reaktor_M72; N ships\props\reaktor_M72; // idx 25
{ 0xa002; -20921; -16030; -20090; 0.500000; 0.000000; 0.000000; 1.000000; 0.0;0.0;0.0;0.0;0.0; 3330; 1; } // 0
{ 0x8012; 0.498596; 0.000000; 1.000000; 0.000000; 0.0;0.0;0.0;0.0;0.0; 3332; 2; } // 1
{ 0x8012; 0.498596; 0.000000; 1.000000; 0.000000; 0.0;0.0;0.0;0.0;0.0; -1; -1; } // 2

P 26; B ships\props\invisible_weapon; C 1; N ships\props\invisible_weapon_01; // idx 26
{ 0x2002; -7958; 4906; 245863; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 27; B ships\props\invisible_weapon; C 2; N ships\props\invisible_weapon_02; // idx 27
{ 0x2002; -7958; 1798; 245863; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

/P 28; B ships\props\invisible_weapon; C 3; N ships\props\invisible_weapon_03; // idx 28
/{ 0x2002; -7958; -1327; 250280; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

/P 29; B ships\props\invisible_weapon; C 4; N ships\props\invisible_weapon_04; // idx 29
/{ 0x2002; -7958; -4425; 250280; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

/P 30; B ships\props\invisible_weapon; C 5; N ships\props\invisible_weapon_05; // idx 30
/{ 0x2002; 7955; 4906; 250280; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

/P 31; B ships\props\invisible_weapon; C 6; N ships\props\invisible_weapon_06; // idx 31
/{ 0x2002; 7955; 1798; 250280; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

/P 32; B ships\props\invisible_weapon; C 7; N ships\props\invisible_weapon_07; // idx 32
/{ 0x2002; 7955; -1327; 250280; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

/P 33; B ships\props\invisible_weapon; C 8; N ships\props\invisible_weapon_08; // idx 33
/{ 0x2002; 7955; -4425; 250280; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0


Added guns are number 26 till 33.. Right now I'll trying to do it with first 2 of them...
If You have some time, I kindly ask You to help me with this problem=))

Regards,
Avanti

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DrBullwinkle
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Post by DrBullwinkle » Wed, 8. Oct 14, 20:52

Try experimenting with your gun placement. They should not be far outside the body of the ship and they should not be inside the body of the ship.

Nicolas Avanti
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Post by Nicolas Avanti » Thu, 9. Oct 14, 06:25

Thanks, I will try to do it=)
Is there some rather easy way to know the real height & wide of the ship?+)

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