[HELP REQ] MD start.xml - defined ships do not show up [SOLVED]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

[HELP REQ] MD start.xml - defined ships do not show up [SOLVED]

Post by Igor.tverd »

Hello dear X3 community, I've been stuck on this for a while. My MD skills aren't that good so I have come to conclusion that I'm missing something.
Any help would be aprishiated.

Here's how I define creating of extra ships:

Code: Select all

                  <create_ship typename="BSG_75" race="player" name="Battlestar.Galactica">
                    <sector x="0" y="10"/>
                    <equipment>
                      <ware typename="SS_SHIELD_F" exact="7" comment="2gj shield"/>
                      <ware typename="SS_WARE_TECH231" exact="1" comment="SETA"/>
                      <ware typename="SS_WARE_TECH226" exact="1" comment="SETA boost"/>
                      <ware typename="SS_WARE_TECH216" exact="1" comment="Ecliptic Projector"/>
                      <ware typename="SS_WARE_TECH277" exact="1"/>
                      <ware typename="SS_WARE_CARGOSHIELD" exact="5000"/>
                      <ware typename="SS_WARE_FIREWALL" exact="1"/>
                      <ware typename="SS_WARE_LIFESUPPORT" exact="1"/>
                      <ware typename="SS_WARE_SW_CARRIER" exact="1"/>
                      <ware typename="SS_WARE_SW_EXPLORER" exact="1"/>
                      <ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
                      <ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
                      <ware typename="SS_WARE_SW_NAV_1" exact="1"/>
                      <ware typename="SS_WARE_SW_NEW14" exact="1"/>
                      <ware typename="SS_WARE_SW_NEW2" exact="1"/>
                      <ware typename="SS_WARE_SW_PATROL_1" exact="1"/>
                      <ware typename="SS_WARE_SW_SPECIAL_1" exact="1"/>
                      <ware typename="SS_WARE_SW_SUPPLY_1" exact="1"/>
                    </equipment>
                    <cargo>
                      <ware typename="SS_LASER_GAUSS" exact="70"/>
                      <ware typename="SS_WARE_AMMUNITION_GAMMA" exact="400"/>
                      <ware typename="SS_LASER_MAM" exact="70"/>
                      <ware typename="SS_WARE_TR_TECH7" exact="900"/>
                      <ware typename="SS_LASER_EBC" exact="70"/>
                      <ware typename="SS_WARE_AMMUNITION_BETA" exact="700"/>
                    </cargo>
                  </create_ship>
Here's how I define creation of docked ships

Code: Select all

                  <create_ship typename="BSGGT" race="player" exact="10" dockobject="Battlestar.Galactica">
                    <sector x="0" y="10"/>
                    <equipment>
                      <ware typename="SS_SHIELD_D" exact="2" comment="200mj shield"/>
                      <ware typename="SS_WARE_TECH231" exact="1" comment="SETA"/>
                      <ware typename="SS_WARE_TECH277" exact="1"/>
                      <ware typename="SS_WARE_TECH275" exact="1"/>
                      <ware typename="SS_WARE_LIFESUPPORT" exact="1"/>
                      <ware typename="SS_WARE_SW_EXPLORER" exact="1"/>
                      <ware typename="SS_WARE_SW_NAV_1" exact="1"/>
                      <ware typename="SS_WARE_SW_TRADE_1" exact="1"/>
                      <ware typename="SS_WARE_SW_TRADE_2" exact="1"/>
                      <ware typename="SS_WARE_SW_NEW13" exact="1"/>
                      <ware typename="SS_WARE_SW_SPECIAL_1" exact="1"/>
                      <ware typename="SS_WARE_SW_SUPPLY_1" exact="1"/>
                     </equipment>
                  </create_ship>

No matter what i do i still end up with only the player ship, which is defined in gamestarts.xml :(
Last edited by Igor.tverd on Sun, 21. Mar 10, 19:48, edited 1 time in total.
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

typename="BSGGT"
Thats the reason ;-)

You need to put the TYPEname as in SS_SH_A_M3 or similar which tells the game which ship to spawn.

And you are missing the <position/> parameter

MFG

Ketraar
Image
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

Ketraar wrote:
typename="BSGGT"
Thats the reason ;-)

You need to put the TYPEname as in SS_SH_A_M3 or similar which tells the game which ship to spawn.

And you are missing the <position/> parameter

MFG

Ketraar
Thank you for your reply.

Same as ID in TShips file right? These are custom ships and the their IDs match IDs in Tships file. I can spawn these ships fine with Cheat scripts with no problems. Should I rename them to more X3 like structure, for example
BSGGT becomes SS_SH_A_TS_BS?
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

Good question, but if you can spawn them with cheatscript means they are working so posting the typecode is ok. It just did not look like one, that's why I refered to it.

Anyhow try adding the position node that should help too.

That's all I can see from the code you posted, of course it might be somewhere else ;-)

Maybe best to send the entire file, I could have a look at it.

MFG

Ketraar
Image
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

I tried adding

Code: Select all

<position x="0" y="0" z="0" min="20km" max="30km" height="10km"/>
but it didn't help.

I would really aprechiate if could take a look at the file. Thank you.

http://www.filefront.com/15855829/start.xml

Edit: Here's gamestarts.xml just in case
http://www.filefront.com/15855855/gamestarts.xml
Fantasy is the impossible made probable. Science fiction is the improbable made possible.
User avatar
Ketraar
EGOSOFT
EGOSOFT
Posts: 12099
Joined: Fri, 21. May 04, 17:15
x4

Post by Ketraar »

right, the create_ship nodes are in wrong level.

Either do:

Code: Select all

    <reward_player>
      <money min="" max=""/>
      <notoriety>
      ...
      </notoriety>
      <equipment>
      ...
      </equipment>
      <cargo>
      ...
      </cargo>
      <property>
        <ship class="m1" dockobject="" name="" typename="SS_SH_A_M1">
          <position/>
          <sector/>
          <equipment>
            <ware/>
          </equipment>
        </ship>
      </property>
    </reward_player>
Or take the create_ship nodes out of reward_player (place them just afterwards)
You can have a peek at the Lucky Heir start hierarchy. ;-)

MFG

Ketraar

PS.: You should use WVD to edit MD Files, it will show you any schema errors in them.
Image
Igor.tverd
Posts: 266
Joined: Sun, 5. Oct 08, 10:06
x3ap

Post by Igor.tverd »

Thank you Ketraar :D :D :D :D :D
Fantasy is the impossible made probable. Science fiction is the improbable made possible.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”