[SCRIPT] Reduced Enemy Missiles

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GlassDeviant
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Post by GlassDeviant » Mon, 13. Apr 15, 13:48

Just making a note of a couple of conflicts that Reduced Enemy Missiles has with Salvage Command Suite. I am going to try to work them out myself first.

!fight.attack.object.std.pck

Edit: Only one conflct, I am tired and accidentally included the !init.gz.set.mod.pck file.
bibo ergo sum

GlassDeviant
Posts: 291
Joined: Sun, 4. Nov 12, 12:06
x3tc

Post by GlassDeviant » Tue, 14. Apr 15, 02:04

When I open the file !fight.attack.object.std.pck from Reduced Enemy Missiles in X-Studio, I get this message:

Unable to identify the document type, the file may be damaged or unsupported.

It also doesn't open in X3 Editor 2, and the in-game script editor doesn't list any of the scripts that begin with an "!".

Can you recommend anything that will allow me to get at the code in this file?
bibo ergo sum

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X2-Illuminatus
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Post by X2-Illuminatus » Tue, 14. Apr 15, 10:42

The file is okay and not damaged, as far as I can tell.

There are two easy ways two unpack .pck script files:

1. Extract the file with 7zip and add the file extension .xml to the extracted file. For this to work, the option to show file name extensions has to be enabled within your OS.

2. Open the Cat manager from the X3 Editor 2 (under Plugins). Under "File" create a new catalog (name and location doesn't matter). Drag the .pck script file to the now open window of your newly created cat in the X3 Editor 2. In the "Add Files" dialog, leave everything as it is (default settings should be "Compress: Check Compression Filter", "Compression: Automatic" and "If already exists: Ask") and press "OK". The pck file was now added to your cat. Now in the X3 Editor 2 click on the "Extract files" symbol. Select the destination location and if it isn't already, enable the option to "Decompress compress files". Afterwards hit "OK". At specified location, you will now find the .xml script file.

The first method is faster for single files. While the second is bit more complicated, but allows you to easily unpack a whole script package of pck files or all scripts from the scripts folder.
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GlassDeviant
Posts: 291
Joined: Sun, 4. Nov 12, 12:06
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Post by GlassDeviant » Tue, 14. Apr 15, 12:46

ok, got the second method to work on a newly downloaded copy of reduced.enemy.missiles.rar, thanks for the info.

Kind of hard to read in X-Studio, blue on black is barely legible.

[Edit: fixed that in the preferences]

Once I get the differences between the two versions of !fight.attack.object.std.xml figured ouit and, hopefully, combined in a single version that works with both packages, I just reverse the process to make a .pck file to use instead of the two I started with?

Edit: Is there another HTML editor that can read these nonstandard HTML files? It's difficult to do a side-by-side comparison of two files in X-Studio (or I haven't found out how to do it).
bibo ergo sum

GlassDeviant
Posts: 291
Joined: Sun, 4. Nov 12, 12:06
x3tc

Post by GlassDeviant » Tue, 14. Apr 15, 14:04

ok

Both versions have changes that are different, so I took the (smaller) change from the SCS version and migrated it to the REM version, which I am calling "SCS-REM Compatibility Patch". I am going to try to make a !fight.attack.object.std.pck out of the !fight.attack.object.std.xml file now and see how far I get with it.
bibo ergo sum

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