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RoverTX

 
Joined: 16 Nov 2011 Posts: 433 on topic

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Posted: Sat, 7. Apr 12, 19:28 Post subject: [Help][AP]Removing the Torus Debri |
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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.
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djrygar
Joined: 10 Aug 2009 Posts: 1748 on topic Location: Wroclaw / Poland

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Posted: Sun, 8. Apr 12, 00:55 Post subject: |
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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).
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paulwheeler
Joined: 19 Apr 2005 Posts: 7291 on topic Location: London

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Posted: Sun, 8. Apr 12, 01:01 Post subject: |
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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.
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Last edited by paulwheeler on Sun, 8. Apr 12, 01:06; edited 1 time in total |
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Jack08

Joined: 25 Dec 2005 Posts: 2244 on topic Location: Australia

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Posted: Sun, 8. Apr 12, 01:04 Post subject: |
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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
seeing as the object was created by the universe xml, no such reference exists, so to the script editor its untouchable.
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RoverTX

 
Joined: 16 Nov 2011 Posts: 433 on topic

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Posted: Sun, 8. Apr 12, 01:55 Post subject: |
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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.
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paulwheeler
Joined: 19 Apr 2005 Posts: 7291 on topic Location: London

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Posted: Sun, 8. Apr 12, 02:01 Post subject: |
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If its still in the AP TDocks then you should be all set to script it in straight away.
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Jack08

Joined: 25 Dec 2005 Posts: 2244 on topic Location: Australia

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Posted: Sun, 8. Apr 12, 03:52 Post subject: |
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- quoted post deleted by moderator
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Last edited by Jack08 on Sun, 8. Apr 12, 18:55; edited 1 time in total |
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RoverTX

 
Joined: 16 Nov 2011 Posts: 433 on topic

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Posted: Sun, 8. Apr 12, 06:37 Post subject: |
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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.
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paulwheeler
Joined: 19 Apr 2005 Posts: 7291 on topic Location: London

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Posted: Sun, 8. Apr 12, 11:08 Post subject: |
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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.
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Killjaeden

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

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Posted: Sun, 8. Apr 12, 11:49 Post subject: |
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why so complicated?
check where the model is located, create a .txt file with nothing in it (or "//gotcha!" or something fitting ), 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, ....)
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RoverTX

 
Joined: 16 Nov 2011 Posts: 433 on topic

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Posted: Sun, 8. Apr 12, 17:05 Post subject: |
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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.
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