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swJawa
Joined: 25 Aug 2005 Posts: 182 on topic

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Posted: Sun, 28. Aug 05, 08:10 Post subject: M.s.c.i. ? |
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where to get M.S.C.I. 
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Burianek

Joined: 29 Dec 2003 Posts: 2928 on topic Location: Chicago, IL

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Posted: Sun, 28. Aug 05, 08:38 Post subject: |
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The MSCI is just another name for the script editor.
See the first post on how to activate it within your game.
Cheers.
_________________ "Nature's first green is gold" . . . stay golden. |
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swJawa
Joined: 25 Aug 2005 Posts: 182 on topic

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Posted: Sun, 28. Aug 05, 16:03 Post subject: |
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Is the script editor allready in original version and no need to download it?
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Serial Kicked

Joined: 12 Aug 2005 Posts: 3493 on topic Location: France

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swJawa
Joined: 25 Aug 2005 Posts: 182 on topic

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Posted: Fri, 2. Sep 05, 14:06 Post subject: script editor=cheat? |
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Script editor is more like a cheat to me. 
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NavaCorp
Joined: 16 Nov 2004 Posts: 2200 on topic Location: Silvio's Kingdom

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Posted: Tue, 20. Sep 05, 17:29 Post subject: |
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Hallo everyone,
I've a couple of problems with the Galaxy Editor included in X2:
1- I've created a small Boron sector with a Boron Ray (assigned to that race) patrolling it. The problem is that it accept the command "attack all enemies" but it doesn't accept any command on the turrets though there are both SW combat 1/2 on it and it doesn't work even installing AEGIS and military personnel on board.
Therefore when I start a new game in that map the Boron Ray patrols but if I shot it it reacts only with missiles: it doesn't shot me with PPCs.
How it's possible to assign orders to turrets in the Galaxy editor?
2- I've created two gates: one in Kingdom End (Est) and one in Power Circle (west) then I've linked them assigning two different ID, pointing each other and using the function "Link sectors by gates". Actually they work fine because I enter in one and exit from the other but when I use the function Gate Validation System it tell me they are not linked or better that the west gate in power circle is not linked to an East gate.
Bye
Last edited by NavaCorp on Wed, 21. Sep 05, 14:00; edited 4 times in total |
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Burianek

Joined: 29 Dec 2003 Posts: 2928 on topic Location: Chicago, IL

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Posted: Wed, 21. Sep 05, 06:10 Post subject: |
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To be perfectly honest, I don't know the answer to either of your questions.
I'm only posting here so you don't feel like you're being ignored.
Hopefully, someone else that has working with the in game galaxy editor can answer you.
Cheers
_________________ "Nature's first green is gold" . . . stay golden. |
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Serial Kicked

Joined: 12 Aug 2005 Posts: 3493 on topic Location: France

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NavaCorp
Joined: 16 Nov 2004 Posts: 2200 on topic Location: Silvio's Kingdom

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Posted: Wed, 21. Sep 05, 09:48 Post subject: |
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@Burianek, Serial Kicked thanks for keeping my post alive!
I hope someone else has worked with it and can help me...
Bye
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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NavaCorp
Joined: 16 Nov 2004 Posts: 2200 on topic Location: Silvio's Kingdom

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Posted: Wed, 21. Sep 05, 18:25 Post subject: |
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Red Spot wrote: |
about the gate validation thingy ..
when working systematicly you shouldnt need it ..
however it never lied to me ..
(try removing the gate .. and adding it again .. perhaps the editor only sees it as a booboo)
G |
Thank you RS.
Can you help me also about the turrets commands?
Bye
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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NavaCorp
Joined: 16 Nov 2004 Posts: 2200 on topic Location: Silvio's Kingdom

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Posted: Fri, 7. Oct 05, 23:58 Post subject: |
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Hmm... but the Ray didn't shot me when I attacked it: i just fired missiles.
Maybe it's turrets weren't active because I'd issued it the command "attack all enemies" in the editor?
Should NPC ships just be placed in the enviroment with no orders at all?
Bye 
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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Posted: Sat, 8. Oct 05, 11:59 Post subject: |
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ships not owned by the player ..
-fighters without homebase --> will go on attack all enemies
-fighters with --> stay docked and will be the station-defence
-LTs --> will 'idle'
-TSs/TPs --> needs a homebase (will else be given one by the game) and will be traders ..
-turretcommands --> from the 'script-editor' .. running the 'turret attack enemies' script on task 1 will(should) start the turretcommand on turret 1 .. task 2 --> turret 2 etc etc (however on non-player owned ship the game activates the turrets)
about the not shooting .. been messing with Tships perhaps?? ..
G
_________________ Last edited by Red Spot on Sat, 2. Jul 05, 20:05; edited 34 times in total |
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janonol
Joined: 26 Sep 2003 Posts: 195 on topic Location: Melb. Australia.

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Posted: Sat, 15. Oct 05, 15:21 Post subject: |
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hmm. in anticipation of X3 i reinstalled x2.
but damn hell the galaxy editor just won't activate. i have the script editor going but the galaxy one - nothing. i press T h e r e s [and then the s starts a new game of X2 for me].
arrrgh. any advice?
edit - never mind. it seems i needed to install 1.2 befor 1.4. i did and eveything works fine. quite embaressing actually. anyway- really awaiting x3 eagerly. 
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