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joshyp00
Joined: 21 Dec 2011
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Posted: Sat, 19. May 12, 00:24 Post subject: |
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| XDrake wrote: |
I has been a while since I have been Scripting and Modding.
Now that I have AP, where are the TShips files keeped? Are they in the addon dir? |
Yes
_________________ "Major Marks, Please Make That Ship Go Away." |
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Argonaught.

Joined: 06 Nov 2002 Posts: 1575 on topic Location: Omnipotence rules!

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Posted: Sat, 19. May 12, 00:27 Post subject: |
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| joshyp00 wrote: |
| @argonaught i think it only overwrites text id's regardless of whether or not it is a new tships so if the xrm doesn't have a text id that would overwrite the one used in 1 and 2 then that's one that will get used |
Yea thats what I figured, my own knowledge is from back in X3reunion when only one tships was read and it was usually the last tship in the last cat/dat, AP seems to pull the info from vanilla as well as a modded one and had me confused.
I need to test the theory as I'm having trouble believing AP's so evolved that it does that.
Thanks for reply
Argo.
_________________ [MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP
I lurk alot for the most part now
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XDrake
Joined: 29 Oct 2008 Posts: 132 on topic

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Posted: Sat, 19. May 12, 00:28 Post subject: |
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Thank you!
_________________ XDrake
-------------------------------------------------------
NECORE Inc. |
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joshyp00
Joined: 21 Dec 2011
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Posted: Sat, 19. May 12, 00:33 Post subject: |
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Yeah that's how TC works idk about AP though i don't mod ap to much but yes continue believing it's that evolved lol
_________________ "Major Marks, Please Make That Ship Go Away." |
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Argonaught.

Joined: 06 Nov 2002 Posts: 1575 on topic Location: Omnipotence rules!

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XDrake
Joined: 29 Oct 2008 Posts: 132 on topic

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Posted: Sun, 20. May 12, 02:41 Post subject: |
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Is the a listing of the Variation Indexs for the tship file anywhere? X3 Editor only asks for the integer value.
If these values are for the type of ships, are they spoken?
_________________ XDrake
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NECORE Inc. |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3745 on topic Location: Boston, USA

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jack775544

Joined: 13 Dec 2011 Posts: 776 on topic Location: On the bridge of a Xenon CPU ship (Australia)

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Posted: Mon, 21. May 12, 08:29 Post subject: |
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This is my knowledge of the variation index's (put into a nice table!)
_________________ SDS: Ship Diagnostics Software
"The greatest trick the devil ever pulled was convincing the world he doesn't exist" - Charles Baudelaire |
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Killjaeden

Joined: 03 Sep 2006 Posts: 4297 on topic Location: Germany

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Posted: Thu, 24. May 12, 01:41 Post subject: |
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hi folks, i'm about to release my first script
i would be happy if someone could tell me if this setup/uninstall script will do what i think it will do without screwing anything up?
setup
| Code: |
* already installed?
$is.there.array = get global variable: name='KJ.CSML.installed'
$check = $is.there[0]
if $check < 0 OR $check == null
$is.there.array = array alloc: size=2
$is.there.array[0] = 1
$Key = register hotkey 'Combat SQUASH Mine Launcher' to call script 'KJ.CSML.activate'
$is.there.array[1] = $Key
set global variable: name='KJ.CSML.installed' value=$is.there.array
end
return null
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uninstall
| Code: |
*still installed?
$is.there.array = get global variable: name='KJ.CSML.installed'
$check = $is.there[0]
if $check < 0 OR $check == null
return null
else
$is.there.array[0] = 0
$Key = $is.there.array[1]
unregister hotkey $Key
$is.there.array[1] = 0
set global variable: name='KJ.CSML.installed' value=$is.there.array
end
return null
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_________________
Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models |
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XDrake
Joined: 29 Oct 2008 Posts: 132 on topic

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Posted: Thu, 24. May 12, 04:17 Post subject: |
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I have been searching for the last two days. Is there a listing of the all the ID Names for ships and equipment?
I would like to start working with MD and the gamestarts. I read that to add ships and equipment to MD, you need to know the ID Names.
_________________ XDrake
-------------------------------------------------------
NECORE Inc. |
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X2-Illuminatus Moderator (Deutsch)

 
Joined: 02 Apr 2006 Posts: 15090 on topic

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Posted: Thu, 24. May 12, 15:59 Post subject: |
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| Killjaeden wrote: |
| i would be happy if someone could tell me if this setup/uninstall script will do what i think it will do without screwing anything up? |
It's ok and it will work. However, you can shorten both scripts by removing the array stuff.
| Code: |
* already installed?
$Key = get global variable: name='KJ.CSML.installed'
if not $Key
$Key = register hotkey 'Combat SQUASH Mine Launcher' to call script 'KJ.CSML.activate'
set global variable: name='KJ.CSML.installed' value=$Key
end
return null |
| Code: |
*still installed?
$Key = get global variable: name='KJ.CSML.installed'
if $Key
unregister hotkey $Key
set global variable: name='KJ.CSML.installed' value=null
end
return null |
The hotkey index (key) is just a number greater than 0 (iirc the hotkey indexes starts somewhere in the hundreds). This means that you can simply check for the existance of your global variable. If it's exists and has a value assigned to that is greater than 0 (e.g. an object or any positive number) everything after 'If $key' will be executed.
| XDrake wrote: |
| I have been searching for the last two days. Is there a listing of the all the ID Names for ships and equipment? |
Simply open the TShips.pck and the TWare-files (they all can be found in the types folder) with the T File Editor of the X3 Editor 2. Amongst other information also the IDs are displayed there.
_________________ Schreibwettbewerb der Kreativen Zone
X-BtF Anniversary Screensaver von TVCD
VAGABUND von arragon0815
FAQ - häufig gestellte Fragen einfach beantwortet.
XDownloads - Upload, Link, Download
"...time it seems does not care if you have stuff to do or not, it just goes by regardless." - Ketraar |
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XDrake
Joined: 29 Oct 2008 Posts: 132 on topic

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Posted: Fri, 25. May 12, 02:16 Post subject: |
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First off I want to thank all that responded to my posts and for the help that you have provided!
I have been working on tweaking some of the scripts that I have written. I have become very frustrated as of late.
I have a lot of scripts loaded and when I need to get back into one of my scripts while in game, I am getting tired of scrolling to the middle of the list. The scripts I have need to be loaded for use.
Is there any way of hiding these other scripts, which I have no need to edit. I knew that using the “!” @ the beginning with cause problems.
_________________ XDrake
-------------------------------------------------------
NECORE Inc. |
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X2-Illuminatus Moderator (Deutsch)

 
Joined: 02 Apr 2006 Posts: 15090 on topic

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Posted: Sat, 26. May 12, 20:37 Post subject: |
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| Quote: |
| I knew that using the “!” @ the beginning with cause problems. |
I'm not aware of any problems with using '!' in script names. The only thing that might be considered an issue is that unsigned scripts starting with '!' will be loaded, even if your game is not set to *modified* and therefore will set the game to *modified*. But as you're working in the Script Editor anyway, this shouldn't be an issue for you.
Apart from that, there is no possibility to hide a script. However, as the script list is sorted alphabetically you could rename the script(s) (or copy and rename that copy) you're currently working on, so they start with an 'a' (for example a.scriptname). That way they're always displayed at the top of the script list.
Another possibility would be to use an external script editor like the Exscriptor and to keep the scripts you're currently working on in a seperate folder.
_________________ Schreibwettbewerb der Kreativen Zone
X-BtF Anniversary Screensaver von TVCD
VAGABUND von arragon0815
FAQ - häufig gestellte Fragen einfach beantwortet.
XDownloads - Upload, Link, Download
"...time it seems does not care if you have stuff to do or not, it just goes by regardless." - Ketraar |
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Argonaught.

Joined: 06 Nov 2002 Posts: 1575 on topic Location: Omnipotence rules!

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Posted: Thu, 31. May 12, 10:25 Post subject: |
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Factories.
Lets say I wanted to use MD to create a factory/factories to use or produce the naturals ie: Fertiliser, glowing crystal, posters, etc etc . Can i go ahead and just use the MD to spawn any old factory and define it's products/resources to what i want it to use?
Or do i need to alter a types file or maybe the waretemplate.xml in the maps folder?
Wondering what tells the factory how much of a resource to use to create the end product and how many end product to produce.
Couldn't find any info pertaining to that in a search.
All info greatly received.
Argo.
_________________ [MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>
XBTF>XT>X2TT>X3R>X3TC>X3AP
I lurk alot for the most part now
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ScRaT_GER

Joined: 08 Jan 2008 Posts: 1958 on topic

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Posted: Thu, 31. May 12, 10:30 Post subject: |
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| Quote: |
| Can i go ahead and just use the MD to spawn any old factory and define it's products/resources to what i want it to use? |
Yes, that will work.
| Quote: |
| Wondering what tells the factory how much of a resource to use to create the end product and how many end product to produce. |
This is indeed controlled by the types-files. Each ware has a RelVal (that's the name in the X3 Editor) which determines the pricing and the amount of resources needed, iirc. The amount of products to produce is additionally controlled by the factory size (L, XL, etc.).
_________________
Skripts:
Teladi Informations Service, Fahrtenbuch, Handelsübersicht |
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