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[Discussion] Generic X3TC S&M questions III
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jlehtone



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PostPosted: Fri, 4. Mar 11, 23:25    Post subject: [Discussion] Generic X3TC S&M questions III Reply with quote Print

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





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PostPosted: Sat, 5. Mar 11, 19:10    Post subject: Removing Ship From Property Menu through scripting? Reply with quote Print

Is there a way to remove a specific ship from the Property Menu through a script and not manually setting it?


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EmperorJon



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PostPosted: Sun, 6. Mar 11, 16:57    Post subject: Reply with quote Print

Wow, number 3!


@Drake I assume you mean, hide from property menu equivalent? No.


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UniTrader
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PostPosted: Mon, 7. Mar 11, 03:58    Post subject: Reply with quote Print

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...


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cluian





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PostPosted: Fri, 11. Mar 11, 16:09    Post subject: Reply with quote Print

In which file can I modify the range of satellites?


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s9ilent





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PostPosted: Tue, 15. Mar 11, 10:33    Post subject: Reply with quote Print

@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





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PostPosted: Sun, 3. Apr 11, 18:22    Post subject: Reply with quote Print

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. Smile

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
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PostPosted: Sun, 3. Apr 11, 19:25    Post subject: Reply with quote Print

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


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Varek Raith





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PostPosted: Tue, 5. Apr 11, 00:46    Post subject: Reply with quote Print

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





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PostPosted: Tue, 5. Apr 11, 16:10    Post subject: Reply with quote Print

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



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PostPosted: Tue, 5. Apr 11, 16:53    Post subject: Reply with quote Print

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 Smile


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Varek Raith





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PostPosted: Tue, 5. Apr 11, 21:41    Post subject: Reply with quote Print

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 Smile


That works great. Tired of M7Ms not shooting at me. Laughing
Now, I have to figure out how to get MD spawned ships to use that...

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Roger L.S. Griffiths



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PostPosted: Tue, 5. Apr 11, 22:54    Post subject: Reply with quote Print

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 Smile


That works great. Tired of M7Ms not shooting at me. Laughing
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.


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Roger (aka [SRK] Mr^Rabbit)

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Carlo the Curious





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PostPosted: Wed, 13. Apr 11, 14:34    Post subject: Reply with quote Print

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





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PostPosted: Mon, 18. Apr 11, 04:59    Post subject: Reply with quote Print

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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