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jlehtone Moderator (Script&Mod)

 
Joined: 23 Apr 2005 Posts: 16160 on topic Location: GalNet BBS

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Posted: Fri, 4. Mar 11, 23:25 Post subject: [Discussion] Generic X3TC S&M questions III |
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Post all the short and simple questions (not covered by existing threads) about scripting, modding, and MD in X3 Terran Conflict here. This is third part of the discussion. The previous part can be found here. The oldest part can be found here.
There is a separate thread: "What provides/causes feature/bug foo?" for collecting that subset of questions and answers.
There is a separate thread: What S&M are recommended/"must have"? for collecting that subset of questions and answers into one convenient spot.
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XDrake
Joined: 29 Oct 2008 Posts: 132 on topic

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Posted: Sat, 5. Mar 11, 19:10 Post subject: Removing Ship From Property Menu through scripting? |
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Is there a way to remove a specific ship from the Property Menu through a script and not manually setting it?
_________________ XDrake
-------------------------------------------------------
NECORE Inc. |
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EmperorJon


Joined: 29 Dec 2008 Posts: 6665 on topic Location: Leicester

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UniTrader

Joined: 20 Nov 2005 Posts: 8085 on topic Location: Sol-System - Erde - 48°07' N 11°37' E

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Posted: Mon, 7. Mar 11, 03:58 Post subject: |
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there is, but it is a really crappy workaround: assign the ship to another race - works fine for hiding a single ship without anything to do, but is not good for filter functions...
_________________ X - Rebirth wird kommen.. irgendwann.. und jedes mal wenn jemand frägt wann genau eine Woche später.
Aktuelles Releasedatum (wenn das ursprüngliche Release Neujahr 2013 KW4 2013 gewesen wäre): KW28 2013
danke an: Mairemix, Schrimschrim, ubuntufreakdragon, Sevion, Einheit 101, Trascher, AndyAndy, Eö, Nessus1234, Asteria5, caddman, mich selbst , TrInAdE, sniper777, Unbekanntes Feindschiff, Moncada |
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cluian
Joined: 02 Mar 2006 Posts: 159 on topic

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Posted: Fri, 11. Mar 11, 16:09 Post subject: |
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In which file can I modify the range of satellites?
_________________ Aus der Versenkung zurück ;D |
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s9ilent

Joined: 29 Jun 2005 Posts: 1993 on topic Location: Galactic Sector ZZ9-Plural Z alpha +10 GMT

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Posted: Tue, 15. Mar 11, 10:33 Post subject: |
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@cluian
I thought someone with more experience in the matter would respond first, but I'm quasi certain (~65%) certain it's in globals.txt
(Just check from the latest cat/dat backwards, I'm sure youll find it, thou I dont know if it's in the root, or in the t or the types folder - probably the root/types)
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Mizuchi

Joined: 10 Feb 2011
Location: Tokyo, Japan
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Posted: Sun, 3. Apr 11, 18:22 Post subject: |
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| s9ilent wrote: |
I'm quasi certain (~65%) certain it's in globals.txt
(Just check from the latest cat/dat backwards |
Correct on both counts.
It's in Types. If you're using X3 Editor, you'll need to open it up with the Text Viewer (under the [All] tab), rather than the [Suggested] TDebugger.
From there, you need to edit the SG_SCANNER_RANGE values to whatever you like and save it again.
_________________
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19851 on topic Location: London

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Posted: Sun, 3. Apr 11, 19:25 Post subject: |
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if ur using the latest plugin manager, u can switch it to advanced mode and u'll get direct access to editing the globals
just set the value u want and it'll be applied to the game
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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Varek Raith
Joined: 23 Aug 2007 Posts: 254 on topic Location: Manassas, VA

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Posted: Tue, 5. Apr 11, 00:46 Post subject: |
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AI M7Ms spawn with boarding pods. Completely useless and takes away space for torpedoes. Is there anyway I can prevent AI ships from spawning them?
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Rod696
Joined: 19 Sep 2005 Posts: 13 on topic Location: USA

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Posted: Tue, 5. Apr 11, 16:10 Post subject: |
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I recently installed XTC and I do enjoy the mod, but I am wondering if there is a way to incorporate the other sci fi genre ships into this game.
I tried using the Plugin Manager but the ships did not show up in the build list in the game. Suggestions would be appreciated!
-Kain
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Roger L.S. Griffiths

 
Joined: 12 Mar 2004 Posts: 5735 on topic Location: United Kingdom

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Posted: Tue, 5. Apr 11, 16:53 Post subject: |
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| Varek Raith wrote: |
| AI M7Ms spawn with boarding pods. Completely useless and takes away space for torpedoes. Is there anyway I can prevent AI ships from spawning them? |
There is the Enhanced Equipment Spawner (EES), but be careful what you wish for 
_________________ Roger (aka [SRK] Mr^Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"How do you eat an elephant? One bite at a time." - Unknown |
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Varek Raith
Joined: 23 Aug 2007 Posts: 254 on topic Location: Manassas, VA

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Posted: Tue, 5. Apr 11, 21:41 Post subject: |
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| Roger L.S. Griffiths wrote: |
| Varek Raith wrote: |
| AI M7Ms spawn with boarding pods. Completely useless and takes away space for torpedoes. Is there anyway I can prevent AI ships from spawning them? |
There is the Enhanced Equipment Spawner (EES), but be careful what you wish for  |
That works great. Tired of M7Ms not shooting at me.
Now, I have to figure out how to get MD spawned ships to use that...
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Roger L.S. Griffiths

 
Joined: 12 Mar 2004 Posts: 5735 on topic Location: United Kingdom

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Posted: Tue, 5. Apr 11, 22:54 Post subject: |
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| Varek Raith wrote: |
| Roger L.S. Griffiths wrote: |
| Varek Raith wrote: |
| AI M7Ms spawn with boarding pods. Completely useless and takes away space for torpedoes. Is there anyway I can prevent AI ships from spawning them? |
There is the Enhanced Equipment Spawner (EES), but be careful what you wish for  |
That works great. Tired of M7Ms not shooting at me.
Now, I have to figure out how to get MD spawned ships to use that... |
That is something I have had floating at the back of my mind for a while, but unfortunatly it is not at the top of my list of modding priorities for now. I have some ideas, just not had a chance to investigate them properly... if you want to look into it yourself then I can brief you on my ideas so far, just PM/MSN me to discuss it.
I do plan to try and address the issue with my Changeling tool, which I plan to have it replace the relevant MD/MCSI equipment calls with calls to EES where appropriate.
_________________ Roger (aka [SRK] Mr^Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"How do you eat an elephant? One bite at a time." - Unknown |
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Carlo the Curious

Joined: 05 Mar 2007 Posts: 15512 on topic Location: London, UK

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Posted: Wed, 13. Apr 11, 14:34 Post subject: |
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Is there any way to get the price for selling a ship (to a given race for a given notoriety)?
'get average price of ware $ship.ware' returns just the average (obviously). 'get price of ware $ship.ware' only appears to return the price the SY sells ships for (and only if they're a listed ware). '$someship->sell 1 units of ware $ship.ware' doesn't appear to credit the player account.
_________________
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mailleweaver
Joined: 04 Nov 2009 Posts: 68 on topic Location: Arkansas, USA

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Posted: Mon, 18. Apr 11, 04:59 Post subject: |
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Is there a MSCI command to tell a ship to drop wares? The 'unload' command apparently only works in stations.
Also, is there a way to make ships with (modded) ST cargo capacity able to buy stations without changing the ships' class to TL?
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