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Ketraar
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Joined: 21 May 2004
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PostPosted: Sat, 31. May 14, 14:32    Post subject: Reply with quote Print

Sure, I dont mind.

MFG

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BlackArchon





Joined: 04 Feb 2004
Posts: 848 on topic
Location: Germany
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PostPosted: Thu, 21. Aug 14, 20:52    Post subject: Reply with quote Print

Hi there,

I'm interested in creating a custom start scenario for X3: AP. Is there a tutorial for this somewhere hidden in the depths of this forum? Smile

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Joubarbe





Joined: 31 Oct 2006
Posts: 2566 on topic
Location: France
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PostPosted: Thu, 21. Aug 14, 22:33    Post subject: Reply with quote Print

Maybe this


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Exognosis





Joined: 29 Sep 2014
Posts: 24 on topic

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PostPosted: Fri, 3. Oct 14, 17:50    Post subject: Reply with quote Print

Im relatively new here, but i can see, that a lot of these links posted here arent working anymore. I know, this is an old thread, but its still annoyng, that a lot of these links dont work. For example the link to the 3d Modelling tutorials.

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X2-Illuminatus
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PostPosted: Sat, 4. Oct 14, 10:34    Post subject: Reply with quote Print

I removed Winter Dragon's tutorials from the list, since his website doesn't exist anymore.

Quote:
[2009-12-21] 3ds: Modeling Guide by Winter Dragon
[2009-12-21] 3ds: How to make normal maps out of geometry by Winter Dragon


What other links do not work?


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deogo





Joined: 04 Oct 2014



PostPosted: Tue, 14. Oct 14, 17:38    Post subject: Reply with quote Print

hi
i cannot figure out how is 'set command' works
i mean
<RefObj> set command: <Object Command> target=<Value> target2=<Value> par1=<Value> par2=<Value>
and
x <RefObj> set command <Object Command>
x <RefObj> set command target: <Value>
x <RefObj> set command target2: <Value>

the problem is, - some of the values i pass as target or target2 do not show in the ship info
for example
from !ship.cmd.deploysats.std
[THIS]-> set command: [COMMAND_DEPLOY_SATS] target=$sattype target2=null par1=null par2=null
this just doesn't show anything
but after the line
[THIS]-> set command target: $sector
the sector shown correctly

can anyone explain me this "magic" please?
Code:


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Joubarbe





Joined: 31 Oct 2006
Posts: 2566 on topic
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PostPosted: Fri, 20. Mar 15, 09:17    Post subject: Reply with quote Print

Would it be possible to add this somewhere in the OP ? (video tutorials)


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X2-Illuminatus
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PostPosted: Fri, 20. Mar 15, 17:13    Post subject: Reply with quote Print

Added to the Scripting section.


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Farnhams Legende und Nopileos als E-Books!

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"If it's not impossible, there must be a way to do it." - Sir Nicholas Winton
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Joubarbe





Joined: 31 Oct 2006
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PostPosted: Sun, 29. Mar 15, 19:32    Post subject: Reply with quote Print

And you could probably add this one too Smile


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TerranJupiter





Joined: 03 May 2014

Location: Earth

PostPosted: Wed, 1. Jul 15, 15:03    Post subject: Reply with quote Print

Hi iv created a galaxy in galaxy editro on Albion Prelude but don't know how to get the AI to work im very dyslexic which is why i stuggle to follow the instrctions iv got X3 Editor 2 but not sure where to put the jobs file to make the ai work in my own custom map.

If posible could someone post some pick of where to stick wich file were or even a Utube vid as the current on dose not help.

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enenra





Joined: 08 Apr 2005
Posts: 6150 on topic

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PostPosted: Mon, 1. Feb 16, 00:50    Post subject: Reply with quote Print

This is probably something that should be added here. Smile
http://forum.egosoft.com/viewtopic.php?t=386480


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X2-Illuminatus
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PostPosted: Mon, 1. Feb 16, 11:47    Post subject: Reply with quote Print

Added.


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RobCubed





Joined: 21 May 2009
Posts: 17 on topic

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PostPosted: Mon, 5. Dec 16, 03:38    Post subject: Reply with quote Print

Quick question.

I've gone through the basics of scripting within the script editor in game, and it can be a bit painful to scroll through the commands looking for what I want (if it exists).

I've installed X-Studio, and it's *fantastic*, but I am not sure how to re-load scripts from the scripts directory without restarting the game.

For example, I'll open a script I had made in-game with X-Studio, modify it, and the changes won't display in the game's script editor.

Adding a new script doesn't show up either.

I tried running the Reinit Script Cache and it didn't work.

Is this not possible or am I doing something wrong?

Thanks!

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foxvengeor





Joined: 08 Mar 2006
Posts: 6 on topic

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PostPosted: Mon, 5. Dec 16, 11:48    Post subject: Reply with quote Print

Quick question too. It there a way (with a mod or other) to have station trade statitics on TC (like on AP) ?

Thanks

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X2-Illuminatus
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PostPosted: Mon, 5. Dec 16, 17:18    Post subject: Reply with quote Print

Trade statistics for stations (as well as the dedicated script commands) were specifically added as part of the Graphs feature to X3AP. So they are not available in X3TC in that form. However, there is a script for X3TC called Trade Overview by ScRaT_GER which provides different pieces of information for your own ships and stations.

RobCubed wrote:
I've installed X-Studio, and it's *fantastic*, but I am not sure how to re-load scripts from the scripts directory without restarting the game.


Restarting the game shouldn't be necessary, but reloading your savegame definitely is.


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Besteht Interesse an einem Nopileos-Hörbuch?

Farnhams Legende und Nopileos als E-Books!

"People who think they know everything are a great annoyance to those of us who do." - Isaac Asimov

"If it's not impossible, there must be a way to do it." - Sir Nicholas Winton
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