[Mod] UT CaC Advanced Renaming

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UniTrader
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Post by UniTrader » Sat, 7. Jan 17, 23:59

Once again a small Update:

=> Added short Reference for Expressions to Rename Menu (all Available Expressions are listed there)
=> Improved Usability of externally definded Expressions
-> Fixed some Issues with internal Handling
-> Added Reference for Externally Defined Expressions to Rename Menu

No New Expressions from this Extension.

New Setting for the Custom File: Page 5554302

Code: Select all

  <t id="6" comment="Help Text in Renaing Menu (All: All Info; Script: Script-defined Expressions only; Static:Static Info only; everything else is no Expression Info">All</t>
(just in case this Infodump in the Renaming Menu irritates someone)
custom file download has been updated accordingly, but no need to Re-DL, just add this line to yours ;)
Last edited by UniTrader on Fri, 10. Feb 17, 17:45, edited 1 time in total.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

UniTrader
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Post by UniTrader » Fri, 10. Feb 17, 17:44

just found something interesting: how to freely define a Text Color :)

it is already possible to use it without update by entering

/COLOR#AARRGGBB#

where AA is alpha (just use FF here)
RR is red
GG is green
BB is blue
all of them in Hex.
so if you want a BADA55 Ship just prefix its name with
/COLOR#FFBADA55#
;)

i will add better support in the next Version (its already done in my dev Version) and the new synfax will be
/hexBADA55#
but i want to update another Project first ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13817
Joined: Sun, 20. Nov 05, 23:45

Post by UniTrader » Sat, 18. Mar 17, 19:25

Minor Update to keep this in Sync with Steam:

=> Fixed Issue with Renaming the Playership/Skunk
=> Added /hexRRGGBB# Color now properly, see previous post
=> New Expression: $money - includes the current Cash of the Pilot or Manager in Credits

(aforementoined trick with the color still works the same since its used internally - so no need to change it to the new Format if not desired)

EDIT: added missed change
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

ravayen
Posts: 37
Joined: Mon, 25. Jan 16, 03:02

Post by ravayen » Tue, 25. Jul 17, 11:50

Not sure what i'm doing wrong here but i'm using the "UT CaC Extension Advanced Renaming- User Custom Expressions" (addon?) and no matter what i put in those files i can't get my ships to auto name when being built/assigned and even the short cut naming method wont work here is what I've put.......

<t id="3" comment="Name Template for Stations (will be applied when built, leave empty to not use this)">/type /zone</t>

<t id="4" comment="Name Template for Big Ships (will be applied when built, leave empty to not use this)">/type of $sup.name</t>

<t id="5" comment="Name Template for Small Ships (will be applied when bought, leave empty to not use this)">/type of $sup.name</t>

and in the naming short cut bit

<t id="0">zzz</t>
<t id="1">/type /purpose of $sup.name</t>

none of these seem to be working at all, newly built ships aren't named, assigning them wont do it and naming them zzz results in zzz not the expressions but if i name them using those exact expressions in game manually the expressions work fine, what am i missing?

UniTrader
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Post by UniTrader » Tue, 25. Jul 17, 12:04

you also have the main renaming Extension installed and active right? (the Renaming Menu should have 3 additional Buttons for Mass Renaming)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

ravayen
Posts: 37
Joined: Mon, 25. Jan 16, 03:02

Post by ravayen » Tue, 25. Jul 17, 12:57

yup have both installed as separate extensions and both active, renaming in game acts as expected and all buttons are present on the renaming screen but any changes to that file have zero effect there was even one file in the main mod that had those lines in it and i changed them too when it didn't work but even that didn't do it, i also changed this line
<t id="1" comment="Setting: Version Number of the Custom Expressions File - change this Entry to update the Result on all Objects upon loading a Savegame">0</t>
to a 1 trying to get it to work but that did nothing either :(
Also worthy of note is i'm using the non-steam version of the mod so the files aren't being changed back by steam.
I've pretty much exhausted all ideas at this point.
'Coming like a train baby'
'Choo choo'

ravayen
Posts: 37
Joined: Mon, 25. Jan 16, 03:02

Post by ravayen » Tue, 25. Jul 17, 13:13

SpoilerShow
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\MainMenu.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\MainMenu.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Architect.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Architect.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader_Small.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Shiptrader_Small.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error loading MD file extensions\utcac_ext_advanced_renaming\md\NPC_Staff.xml: Ignoring root node 'diff' in XML file 'extensions\utcac_ext_advanced_renaming\md\NPC_Staff.xml'.
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Skipping MD file extensions\utcac_ext_advanced_renaming\md\utcac_object_name_managment.xml: Script name 'UT_CAC_Object_Name_Managment' already found in file extensions\utcac_ext_advanced_renaming\md\utcac_object_name_managment.xml
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29312>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29314>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29316>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29318>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:2931a>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:2931c>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:2931e>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29320>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29322>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
[General] 187129.71 ======================================
[=ERROR=] 187129.71 Error in MD cue md.LIB_Generic2.InitBuiltStation_Finished<inst:29324>: Error evaluating <event_build_finished> event object: Component 0x0 does not exist any more
* Expression: $Ship
[General] 187129.71 ======================================
There is a part of my error log which has the parts i think are related to the problem it was generated by loading into the game world and then immediately out again no actions were taken and no menus were opened.

Edit:- oh wow spoilers don't do what i expected on this forum i thought it would create a drop down :(
'Coming like a train baby'
'Choo choo'

UniTrader
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Post by UniTrader » Wed, 26. Jul 17, 13:39

the errors are not that relevant. the first batch with the 'diff' is because i dont know how to avoid this Message, the one after that is weird but if everything else works doesnt change anything and the last ones are completely unrelated...

i think there is some mistake in the Custom T-File so it is not loaded. Can you please post it as whole that i can check for mistakes?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

ravayen
Posts: 37
Joined: Mon, 25. Jan 16, 03:02

Post by ravayen » Wed, 26. Jul 17, 17:55

https://www.dropbox.com/sh/7wp07l2cvw67 ... HoLsa?dl=0

it's the one you gave me on steam a couple days ago and i added my expressions where they said they should go :)

1st time using dropbox or anything like it so if it don't work let me know :)
'Coming like a train baby'
'Choo choo'

UniTrader
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Post by UniTrader » Wed, 26. Jul 17, 19:05

files are fine. next ideas what could be wrong:
did you extract the archive in a seperate folder next to the main renaming mod?
basically the Hierarchy should look like this:

Code: Select all

+ extensions
+-+ utcac_ext_advanced_renaming
| +-+ md
...
+-+ utcac_ext_advanced_renaming_user
  +-+ t
  | + 0001.xml
  + content.xml
also which language do you use? shouldnt matter because i am only using language-independent files, but who knows..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

ravayen
Posts: 37
Joined: Mon, 25. Jan 16, 03:02

Post by ravayen » Wed, 26. Jul 17, 19:25

yup like i said they are both installed as seperate mods and it's english language and the obvious question answered.....they are both active lol

Edit- i also have alot more than just an md folder in the main mods folder including .bat libraries folder a .cat file and some other stuff......is that not supposed to be there?

Edit 2- why do i have a .cat containing the same files as the loose ones btw?
'Coming like a train baby'
'Choo choo'

UniTrader
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Post by UniTrader » Wed, 26. Jul 17, 20:48

ravayen wrote:Edit- i also have alot more than just an md folder in the main mods folder including .bat libraries folder a .cat file and some other stuff......is that not supposed to be there?
thats inidcated by the "..." - listing all parts of the main mod is pointless because i know it works. issue is only related to the user mod.
ravayen wrote:Edit 2- why do i have a .cat containing the same files as the loose ones btw?
i guess you have both the steam and the manual install version right? (the steam workshop enforces publishing in cats/dats, but i prefer publishing as loose files. in this case it doesnt matter because both should be identical, but cat/dat has priority over loose files).
and for the subst_01.cat/da: the files in the cat/dat are for the game to read, the loose ones are for easier editing


and i just tried your file - autorenaming on build seems not to work anymore ( :S ), but naming any Ship zzz had the desired effect.. so i am basically out of ideas what could be wrong. would you mind giving me a look via TeamViewer or Windows remote assistance or something?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

ravayen
Posts: 37
Joined: Mon, 25. Jan 16, 03:02

Post by ravayen » Wed, 26. Jul 17, 21:32

i'm nearly 40 here and just used dropbox for the 1st time....teamviewer....remote assistance...????
lol sorry but this technomagery is ok for me when i edit things in files i can open in notepad and look obvious but as for things involving chips i can't eat, spiders that dont bite me, and webs made concepts instead of silk things start to get a little confusing for me haha

You did ya best and i'm greatful for you taking so much time to help me but i guess if ego have changed something that prevents autonaming at build taking place then theres not really much you or i can do about it.
Thanks for helping keep up the good work :)
'Coming like a train baby'
'Choo choo'

Brinnie
Posts: 561
Joined: Mon, 5. Jun 06, 08:26

Post by Brinnie » Tue, 12. Dec 17, 13:55

Hello UniT.

I remember when using your script for X3, I used to edit some files in order to setup some custom names which could be recalled by entering the corresponding text when naming ships.

I understand that you have kept this feature in the X Rebirth version of your rename script, if not expanded it, the problem is that the little I knew on how to do it has diminished even further with time and my comprehensions skill have not improved with age :) , so ...

could you please give me a few pointers on how get going, for instance I can't see any t files to edit in your mod folder.

Thanks.

UniTrader
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Post by UniTrader » Tue, 12. Dec 17, 18:07

See the "Custom Expressions" Section in the First Post - i have seperated the Customizeable t-file into a diffrent mod to keep it seperate from the Mod Core t File so i wont remove custom stuff when extending my own file ;) That one is only available as loose file Version.
UniTrader wrote:Custom Expressions
There is a seperate Extension available here - it is seperate from the Steam Workshop to not mess up custom expressions.
Additionally you can define Initial Names for Stations, Big Ships and Small Ships when you buy/build them there now. i recommend putting a curstom expression there and define the full name with this Expression, because that way you can change it easily when you change your mind ;)
i have left a short explaination how to use it there. Also all previously explained / and $ Expressions can be used inside there without restrictions ;) (no support for %-Expressions) here a short example which was used to create the Workshop preview:

Code: Select all

  <t id="0">/BShip</t>
  <t id="1">/grn/type /blu$SCP /mag$SDP /yel$SEP /cya/class/purpose/freightclass</t>
  <t id="2">/Station</t>
  <t id="3">/grn/type /blu$SMP /mag$SDP /cya$stageA#$stageB#$stageC#$stageD#$stageE#$stageF#$stageG#$stageH#$stageI#</t>
Example Screen
here.
And no, it is not an updated Version but a rewrite from Scratch using the same base idea and the diffrent Mod Environment of XR ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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