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[Discussion] Generic X3TC S&M questions III
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joshyp00





Joined: 21 Dec 2011



PostPosted: Sat, 19. May 12, 00:24    Post subject: Reply with quote Print

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


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Argonaught.





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PostPosted: Sat, 19. May 12, 00:27    Post subject: Reply with quote Print

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 Smile

Argo.


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XDrake





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PostPosted: Sat, 19. May 12, 00:28    Post subject: Reply with quote Print

Thank you!


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joshyp00





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PostPosted: Sat, 19. May 12, 00:33    Post subject: Reply with quote Print

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


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Argonaught.





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PostPosted: Sat, 19. May 12, 01:02    Post subject: Reply with quote Print

All sorted, gonna have to call it an old mans brain moment O.o

Thanks.

Argo.


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XDrake





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PostPosted: Sun, 20. May 12, 02:41    Post subject: Reply with quote Print

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?


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DrBullwinkle





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PostPosted: Sun, 20. May 12, 04:26    Post subject: Reply with quote Print

XDrake wrote:
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?


Try different numbers and look at the way that they change the name of the ship. There are only about 20 variations (maybe 16?).

Yes, the names are spoken. At least the ones that I have tried.


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jack775544





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PostPosted: Mon, 21. May 12, 08:29    Post subject: Reply with quote Print

This is my knowledge of the variation index's (put into a nice table!)


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Killjaeden





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PostPosted: Thu, 24. May 12, 01:41    Post subject: Reply with quote Print

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


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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XDrake





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PostPosted: Thu, 24. May 12, 04:17    Post subject: Reply with quote Print

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.


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X2-Illuminatus
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PostPosted: Thu, 24. May 12, 15:59    Post subject: Reply with quote Print

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.


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XDrake





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PostPosted: Fri, 25. May 12, 02:16    Post subject: Reply with quote Print

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. Evil or Very Mad

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.


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PostPosted: Sat, 26. May 12, 20:37    Post subject: Reply with quote Print

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.


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Argonaught.





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PostPosted: Thu, 31. May 12, 10:25    Post subject: Reply with quote Print

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.


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ScRaT_GER





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PostPosted: Thu, 31. May 12, 10:30    Post subject: Reply with quote Print

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.).


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