Thank you, this is the information I needed.ubuntufreakdragon wrote:maps/waretemplates.xml
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More complicated math and some probability. Not sure that all of it has ever been published.freddie13 wrote:anyone knows dmg calculation on x3ap oos?
lets say a m3 with 10 ire hitting a m2
will it deal 900 hull dmg and 880 shield dmg per rounds (5 second) and 6 times of it if i am not watching oos battle or there is some more complicated math behind it?
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// material has nothing to do with scale
MATERIAL6: 0; 0x2000000; 1; argon.fx; 68; diffcompression;SPTYPE_BOOL;0; b .......
// beginning of bodies (4)
// beginning of body 1
4001;
that value seems quite promising to be such a scale factor, but i've triied to use that ... without success :-|
// beginning of points (5154)
6519; -18361; -53531; // 0
... these are the vertices of the mesh i want to resize
// ----- part 1 (10096 faces) -----
0; 0; 2; 1; -25; 2; 0.717072; 0.048264; 0.719437; 0.026810; 0.761368; 0.048203;
... first number = used material, second/third/fourth number = face point indices
-25 = no clue, but the thresher file has also -25
2 = no clue
the next 6 floating points are texture coordinates
... and at the end of that part:
/! COLLISION_BOX: 0.000000; 0.000000; 0.000000; 1.009842; 1.000000; 0.491196; 0.973785; !/
-99; 00000000000000000001; // part 1 end
-99; 0000000001000000; // body 1 end
... seems to specify the collision box, i guess ^^
Or you write a script, activated via a command slot or a hotkey, which creates a drone close to the playership and removes the respective "drone ware" from its cargo hold.tearing wrote:the only thing i can do are just changing existing drone eh.
Depends on the situation: For job ships there's the weapons and equipment tab in the Job editor allowing you to set allowed/forbidden values and define to which percentage values the ships should be equipped. You can also create and specify a config script in the general tab, which you could use to equip a ship. The wares list id will specific, which wares a trading ship will trade.tearing wrote:and how the game decide ai ship's loadout?
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$Key.ShipNames = 'rc.ShipNames'
$ShipNames = get global variable: name=$Key.ShipNames
if not $ShipNames
$ShipNames = read text: page id=8847, from 1 to 10000 to array, include empty=[FALSE]
$ShipNames.currentIndex = size of array $ShipNames
$randomizedShipArray = array alloc: size=$ShipNames.currentIndex
while 0 != $ShipNames.currentIndex
$randomIndex = random value between 0 and $ShipNames.currentIndex
dec $ShipNames.currentIndex
$temporaryShipValue = $ShipNames[$ShipNames.currentIndex]
$temporaryRandomValue = $ShipNames[$randomIndex]
$ShipNames[$randomIndex] = $temporaryShipValue
$ShipNames[$ShipNames.currentIndex] = $temporaryRandomValue
end
set global variable: name=$Key.ShipNames value=$ShipNames
end
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$ship -> call script !turret.command.alpha : turret id=2