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[Discussion] Generic X3TC S&M questions III
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Aldebaran_Prime



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PostPosted: Mon, 10. Jul 17, 07:51    Post subject: Reply with quote Print

Reaper507 wrote:
Hello guys,

changing jobs.txt requires start a new game? What means field "Is Owner Sector"?


I just tested a changing of jobs.txt - no it doesn't. But it need several hours (>4) until it worked in my case.

"Is Owner Sector" means, that ships only appear in sectors which have the same race as the job-entry race. Sure - after spawning, they may move into other sectors...


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Xe-131





Joined: 01 Jun 2015
Posts: 16 on topic

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PostPosted: Thu, 24. Aug 17, 21:34    Post subject: Reply with quote Print

Hi,

I decided against creating a thread as I'm sure this question or similar has been asked a thousand times, but I've started playing around with the galaxy editor and when I try to add sectors that weren't already in the loaded x3_universe (from import patch data, I'm on Litcube's Universe and haven't tried vanilla yet but I have to download it first) I can't see them on the universe map afterwards, nor can I connect gates to them or access them in any way. I can't even change sector names or descriptions.

Is what I'm trying to do beyond the editor's capabilities? If so, could anyone point me in the right direction?

Cheers!

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Darth_Wayner





Joined: 20 Jan 2013



PostPosted: Sun, 28. Jan 18, 16:18    Post subject: Reply with quote Print

I'm trying to write a script similar to "Space Loot Transpoter" that works on Marines. I'm tired of flying around trying to scoop up marines after a failed boarding attempt so I want to put them back into my cargo hold via transporter device.

SLT uses <var> get object class

I can find "Astronaut" under get object class and "space suit" under a <var> get ship class but niether of these seem to work for marines, which show on the sector map as "Astronaut (Marine)". I can't seem to find this object anywhere in the scripting menus.

As a follow-on, I tried alternatively to have the script read the Marine information with "<Var> get marine fighting skill" etc then destroy the flying marine and create a duplicate in my cargo hold. This isn't favorable because I'd lose the marine historical stats such as number of boarding etc, but better than nothing. I can't get this to work either because the scripts doesn't seem to recognize a flying marine the same way it does a Marine in you cargo hold.

Based on oth of these attempts, I can only surmise that a flying marine is a special type of object that I just haven't been able to find in the scripting menus?

Any help would be appreciated!

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X2-Illuminatus
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PostPosted: Sun, 28. Jan 18, 17:57    Post subject: Reply with quote Print

Are you sure that your code finds the correct astronaut in space, before you perform the class check? Best you post your script code here, so that we can have a look. (Double click on the script file in your "scripts" folder, then post the browser view of your script in code-tags here.)

An object class check for Astronaut should work on any astronaut in space, whether it's a passenger or a marine. To determine whether it really is a marine then, there's the <RetVar/IF> is marine: passenger/astronaut=<Var/Passenger> command. The commands to retrieve the marine skills should work on a marine in a space suit, too.


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Darth_Wayner





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PostPosted: Mon, 29. Jan 18, 04:25    Post subject: Reply with quote Print

thanks for your help illuminatus, not sure what i was foing wrong, but i got it working now. my last minor hiccup is that i'm trying to get the marine's name. everytime i beam a marine aboard, its name is "Astronaut ( Marine)". im using "<ret/var> get object name" or something similar under general object commands. Is there a command where i can get the marine's actual name name (Leonar Jovi, for example)?

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X2-Illuminatus
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PostPosted: Mon, 29. Jan 18, 11:34    Post subject: Reply with quote Print

Try "<RetVar> = <RefObj> get pilot name" from General Object Commands -> Pilots.


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