EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[Help][AP]Removing the Torus Debri
Post new topic Reply to topic
View previous topic :: View next topic
Author Message
RoverTX



MEDALMEDALMEDAL

Joined: 16 Nov 2011
Posts: 433 on topic

Thank you for registering your game
PostPosted: Sat, 7. Apr 12, 19:28    Post subject: [Help][AP]Removing the Torus Debri Reply with quote Print

I have gotten a good way through AP and have been trying to play both sides in trading to good effect, but the Terrans are just hopeless with out the Torus. So I decided to destroy the Torus debris in the Earth Sector and just use the X3 Universe file from TC as my guide to building it back.

Well as its turns out the Torus debris isn't actually debris but rather a special item, and sense it can't be targeted, and some how doesn't count as a stationery object I can't seem to target it to be able to destroy it with a script, or even get it in some type of array where I could then look for it manually and then say when i find its position "destroy array[5]". Is there some trick to targeting special items, or is it just impossible as it currently stands?

PS I know I could just restart and mod the universe file to match TC, but I would rather keep my current game going.

Back to top
View user's profile Send private message
djrygar





Joined: 10 Aug 2009
Posts: 1748 on topic
Location: Wroclaw / Poland
Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 00:55    Post subject: Reply with quote Print

it is normal station (docking part), rest is, as you say, a special object, but they all can be targeted by scripts

might respawn as it is defined in x3_universe xml

check if it is not set as invicible (may be case and could cause effect you describe).


_________________
ImprovedRaces
Back to top
View user's profile Send private message
paulwheeler





Joined: 19 Apr 2005
Posts: 7291 on topic
Location: London
Thank you for registering your game
modified
PostPosted: Sun, 8. Apr 12, 01:01    Post subject: Reply with quote Print

Unlike the TC Torus, the AP Torus wreck is not a station. As the wreck cant actually be targetted, you can effectively remove it in an existing game by editing tspecial.

If you edit the wreck entry and remove its model, although it will still actually exist in-game, it will be invisible. And since its not targetable anyway, this should cause no side effects at all and will effectively be gone.

You should then be able to port the TC Torus tdocks entry into the AP tdocks and script it in. I doubt its defenses will work though as i believe they were scripted.


_________________

NEW - Dedicated XRM Forum!


Last edited by paulwheeler on Sun, 8. Apr 12, 01:06; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Jack08





Joined: 25 Dec 2005
Posts: 2244 on topic
Location: Australia
Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 01:04    Post subject: Reply with quote Print

what paul said is your only option, other then editing it out of the universe and restarting your savegame

djrygar wrote:
but they all can be targeted by scripts


the script engine is unable to act on any object of type "Special" because there is no way to get a reference to this object after it has been spawned, unless a reference is stored in a script variable or the special object is flaged as targetable by the player. No "find special" script command exists Sad

seeing as the object was created by the universe xml, no such reference exists, so to the script editor its untouchable.


_________________
Back to top
View user's profile Send private message Visit poster's website
RoverTX



MEDALMEDALMEDAL

Joined: 16 Nov 2011
Posts: 433 on topic

Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 01:55    Post subject: Reply with quote Print

Ah ok, well the Torus is still in the Tdocks for AP so should just have to add it back in at the same position, after I remove the model for the reck. Thanks again! I guess I will also have to find the script that handles the torus defenses.

Back to top
View user's profile Send private message
paulwheeler





Joined: 19 Apr 2005
Posts: 7291 on topic
Location: London
Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 02:01    Post subject: Reply with quote Print

If its still in the AP TDocks then you should be all set to script it in straight away.


_________________

NEW - Dedicated XRM Forum!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Jack08





Joined: 25 Dec 2005
Posts: 2244 on topic
Location: Australia
Thank you for registering your game
modified
PostPosted: Sun, 8. Apr 12, 03:52    Post subject: Reply with quote Print

- quoted post deleted by moderator


_________________


Last edited by Jack08 on Sun, 8. Apr 12, 18:55; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
RoverTX



MEDALMEDALMEDAL

Joined: 16 Nov 2011
Posts: 433 on topic

Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 06:37    Post subject: Reply with quote Print

As it turns out you can destroy it with a director using find_object destroy_object.

The funny thing is that I found out that you can't destroy planets using director but you can using a scripts.

The only thing I can't actually figure out how to destroy are suns and nebulas.

Back to top
View user's profile Send private message
paulwheeler





Joined: 19 Apr 2005
Posts: 7291 on topic
Location: London
Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 11:08    Post subject: Reply with quote Print

The problem with doing that is God may respawn it after a while.... im not certain about tspecial objects, but god tends to respawn other types of objects defined in the x3universe map.

You could use a director script to shift the wreck model way off grid so its not visible.


_________________

NEW - Dedicated XRM Forum!
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Killjaeden





Joined: 03 Sep 2006
Posts: 4297 on topic
Location: Germany
Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 11:49    Post subject: Reply with quote Print

why so complicated?
check where the model is located, create a .txt file with nothing in it (or "//gotcha!" or something fitting Very Happy), then rename to .bod, convert to bob
name it like the torus wreck model file.
You can recreate the folder structure in your game folder and place the file there, no need for a fake-patch.

if you want your wreck back, just delete the file =)

Works with savegames
Also works with everything else you don't want to see ever again (complex tubes, add signs, ....)


_________________

Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models
Back to top
View user's profile Send private message Visit poster's website
RoverTX



MEDALMEDALMEDAL

Joined: 16 Nov 2011
Posts: 433 on topic

Thank you for registering your game
PostPosted: Sun, 8. Apr 12, 17:05    Post subject: Reply with quote Print

I am pretty sure god won't respawn special objects sense they are indestructible, but if it does it will create it in a different location which would be like they rebuilt the thing and the old debris is floating out there some where, no biggy.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Wed, 19. Jun 13, 10:23

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.19596 seconds, sql queries = 59