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ramifications of certain changes ????
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apricotslice





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PostPosted: Mon, 30. Apr 07, 08:50    Post subject: ramifications of certain changes ???? Reply with quote Print

I know someone told me this a long time ago, but I've forgotten.

How does one view pck files outside the game ?

In particular, how does one view and maybe modify a pck that stats with an ! which does not appear on the script list in the ingame editor.

I'm looking for the bit of code that says, if the npc is an enemy to the player, it cant dock and buy from your stations. I think its in one of the files in the freetrade script pack, but I cant look in the ! starting one.

Edit : Changed title to reflect new questions below.


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Last edited by apricotslice on Mon, 30. Apr 07, 09:14; edited 2 times in total
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PostPosted: Mon, 30. Apr 07, 08:52    Post subject: Re: viewing and editing pck files Reply with quote Print

Use the ModManager to create a new mod. Drag those scripts into it. It does expand them for you into XML.

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apricotslice





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PostPosted: Mon, 30. Apr 07, 08:54    Post subject: Reply with quote Print

Thanks Smile

Yes, but also needed to extract them back out again.

Still, thats what I needed Smile


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apricotslice





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PostPosted: Mon, 30. Apr 07, 09:19    Post subject: Reply with quote Print

New Questions :

In script !move.movetostation

there is

005 skip if [THIS] -> is docking allowed at $targetstation
006 return null

and

027 if [THIS] -> is docking allowed at $targetstation
028 @ = [THIS] -> fly to station $targetstation

What would be the ramifications of removing these 4 lines ?

The object of the exercise is to allow npc's to dock at an enemy station, particularly the players, as if they had full docking rights to a freind.

Or is there a change that can be made to them that allows the npc's to dock at an enemy player station ?

003 skip if $targetstation -> is docking possible of [THIS]
004 return null

I'm assuming that this is checking the ship class to ensure it can dock, eg M1 cant dock at a normal station. In which case, I can ignore this as its ok for what I want to do.

Anyone have any wisdom and suggestions ?


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PostPosted: Mon, 30. Apr 07, 10:18    Post subject: Reply with quote Print

apricotslice wrote:
New Questions :

In script !move.movetostation

there is

005 skip if [THIS] -> is docking allowed at $targetstation
006 return null

and

027 if [THIS] -> is docking allowed at $targetstation
028 @ = [THIS] -> fly to station $targetstation

What would be the ramifications of removing these 4 lines ?


I would say don't remove all 4 of these lines, just the first 3, if you remove line 028, I don't expect any ships will dock ever again.

Quote:

003 skip if $targetstation -> is docking possible of [THIS]
004 return null

I'm assuming that this is checking the ship class to ensure it can dock, eg M1 cant dock at a normal station. In which case, I can ignore this as its ok for what I want to do.

Anyone have any wisdom and suggestions ?


Can't say I'm exactly sure, but if I had to put my money on this, I would say that line does indeed handle whether a certain class can dock at that station.


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PostPosted: Mon, 30. Apr 07, 12:59    Post subject: Reply with quote Print

apricotslice wrote:
003 skip if $targetstation -> is docking possible of [THIS]

This test only checks to see if docking is physically possible.


apricotslice wrote:
027 if [THIS] -> is docking allowed at $targetstation

This test checks to see if docking is allowed.

If you want to try ignoring enemy status then comment out the test at line 27 and go test it - that's the only way you'll find out what will happen.

My bet is that it will be ugly Wink


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apricotslice





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PostPosted: Mon, 30. Apr 07, 13:10    Post subject: Reply with quote Print

I took out all 3 lines. Nothing changed.

What is the @ on the beginning of line 28 ???

In order for the if structure to remain intact, I had to add an if to the beginning of line 28, but that @ is still there and I'm not sure why.

It certainly made no difference at all with those 3 lines missing (that I could see anyway).


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PostPosted: Mon, 30. Apr 07, 13:29    Post subject: Reply with quote Print

apricotslice wrote:
What is the @ on the beginning of line 28 ???

Does it call the other script asynchronously?

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apricotslice





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PostPosted: Mon, 30. Apr 07, 13:33    Post subject: Reply with quote Print

how would I know that ? Smile


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PostPosted: Mon, 30. Apr 07, 13:34    Post subject: Reply with quote Print

apricotslice wrote:
I took out all 3 lines. Nothing changed.

What is the @ on the beginning of line 28 ???

In order for the if structure to remain intact, I had to add an if to the beginning of line 28, but that @ is still there and I'm not sure why.

It certainly made no difference at all with those 3 lines missing (that I could see anyway).


Keep an eye on what happens if a lot of ships try to dock at one station.

With the original code ships headed in from OOS would stop at the gate if the station was full and wait for the docked ships to be forced to undock for a while.

Maybe the changes have an influence, or maybe not.

Very Happy

[EDIT] I did have the idea that calling "Docking allowed" command would trigger the station to start undocking ships. Then again that could be complete cobbers.

[EDIT EDIT] Here were my mutterings about ship log jams
http://forum.egosoft.com/viewtopic.php?t=142250&highlight=jams



Last edited by Bunny on Mon, 30. Apr 07, 13:44; edited 1 time in total
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PostPosted: Mon, 30. Apr 07, 13:42    Post subject: Reply with quote Print

apricotslice wrote:
how would I know that ? Smile

MSCI Handbook or other sticky tutorials? Wink

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apricotslice





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PostPosted: Mon, 30. Apr 07, 13:46    Post subject: Reply with quote Print

I found the handbook unintelligble. The sticky threads convinced me not to script at all.

In this case though, I'm hoping a simple delete line job will suffice. I can manage that. Even managed putting the if into the next line (2Cool, but thats about it.

As for whatss calling whome, no clue. I can recognise a script being called, but half the lines have stuff that isnt changeable and thats where I get lost.


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PostPosted: Mon, 30. Apr 07, 13:59    Post subject: Re: ramifications of certain changes ???? Reply with quote Print

apricotslice wrote:

I'm looking for the bit of code that says, if the npc is an enemy to the player, it cant dock and buy from your stations.


The station friend foe settings should do the job of stopping races you don't like from docking.

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apricotslice





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PostPosted: Mon, 30. Apr 07, 14:00    Post subject: Reply with quote Print

Bunny wrote:
[EDIT EDIT] Here were my mutterings about ship log jams
http://forum.egosoft.com/viewtopic.php?t=142250&highlight=jams


Ok, that tells me the script I changed is only active in the sector for the station. Which suggests that another script which sends the ship to the sector may also have the same test in it, and also need modifying. Will ahve to look some more then.


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PostPosted: Mon, 30. Apr 07, 14:02    Post subject: Re: ramifications of certain changes ???? Reply with quote Print

Bunny wrote:
The station friend foe settings should do the job of stopping races you don't like from docking.

But he wants them all to dock. His station considers itself friend of every race, doesn't it?

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