The Script Editor / Galaxy Editor
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- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
it's included
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
script editor=cheat?
Script editor is more like a cheat to me.
Hallo everyone,
I've a couple of problems with the Galaxy Editor included in X2:
1- I've created a small Boron sector with a Boron Ray (assigned to that race) patrolling it. The problem is that it accept the command "attack all enemies" but it doesn't accept any command on the turrets though there are both SW combat 1/2 on it and it doesn't work even installing AEGIS and military personnel on board.
Therefore when I start a new game in that map the Boron Ray patrols but if I shot it it reacts only with missiles: it doesn't shot me with PPCs.
How it's possible to assign orders to turrets in the Galaxy editor?
2- I've created two gates: one in Kingdom End (Est) and one in Power Circle (west) then I've linked them assigning two different ID, pointing each other and using the function "Link sectors by gates". Actually they work fine because I enter in one and exit from the other but when I use the function Gate Validation System it tell me they are not linked or better that the west gate in power circle is not linked to an East gate.
Bye
I've a couple of problems with the Galaxy Editor included in X2:
1- I've created a small Boron sector with a Boron Ray (assigned to that race) patrolling it. The problem is that it accept the command "attack all enemies" but it doesn't accept any command on the turrets though there are both SW combat 1/2 on it and it doesn't work even installing AEGIS and military personnel on board.
Therefore when I start a new game in that map the Boron Ray patrols but if I shot it it reacts only with missiles: it doesn't shot me with PPCs.
How it's possible to assign orders to turrets in the Galaxy editor?
2- I've created two gates: one in Kingdom End (Est) and one in Power Circle (west) then I've linked them assigning two different ID, pointing each other and using the function "Link sectors by gates". Actually they work fine because I enter in one and exit from the other but when I use the function Gate Validation System it tell me they are not linked or better that the west gate in power circle is not linked to an East gate.
Bye
Last edited by NavaCorp on Wed, 21. Sep 05, 14:00, edited 4 times in total.
- Serial Kicked
- Posts: 3823
- Joined: Fri, 12. Aug 05, 20:46
free bump.
but I can't help, i never used the "gate validation system".
but I can't help, i never used the "gate validation system".
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
ships not owned by the player ..
-fighters without homebase --> will go on attack all enemies
-fighters with --> stay docked and will be the station-defence
-LTs --> will 'idle'
-TSs/TPs --> needs a homebase (will else be given one by the game) and will be traders ..
-turretcommands --> from the 'script-editor' .. running the 'turret attack enemies' script on task 1 will(should) start the turretcommand on turret 1 .. task 2 --> turret 2 etc etc (however on non-player owned ship the game activates the turrets)
about the not shooting .. been messing with Tships perhaps?? ..
G
-fighters without homebase --> will go on attack all enemies
-fighters with --> stay docked and will be the station-defence
-LTs --> will 'idle'
-TSs/TPs --> needs a homebase (will else be given one by the game) and will be traders ..
-turretcommands --> from the 'script-editor' .. running the 'turret attack enemies' script on task 1 will(should) start the turretcommand on turret 1 .. task 2 --> turret 2 etc etc (however on non-player owned ship the game activates the turrets)
about the not shooting .. been messing with Tships perhaps?? ..
G
hmm. in anticipation of X3 i reinstalled x2.
but damn hell the galaxy editor just won't activate. i have the script editor going but the galaxy one - nothing. i press T h e r e s [and then the s starts a new game of X2 for me].
arrrgh. any advice?
edit - never mind. it seems i needed to install 1.2 befor 1.4. i did and eveything works fine. quite embaressing actually. anyway- really awaiting x3 eagerly.
but damn hell the galaxy editor just won't activate. i have the script editor going but the galaxy one - nothing. i press T h e r e s [and then the s starts a new game of X2 for me].
arrrgh. any advice?
edit - never mind. it seems i needed to install 1.2 befor 1.4. i did and eveything works fine. quite embaressing actually. anyway- really awaiting x3 eagerly.
- funky finny
- Posts: 2
- Joined: Sat, 7. Oct 06, 16:25
its quite a simple mistake to make, ive got an unpatched version of the game and the script editor comes easily to me. type "Thereshallbewings" (by making the "t" a capital disables all hotkeys untill you finish typing the script activator code) then press ctrl + c to bring up your commands box and go down 'till you see "scipt editor - s" choose that and your basicaly in. script editing is quite hard and i dont get it properly but im workin on it
-------------------
-FFFFFFF-RRRRR-
-FF--------R-----R-
-FFFF-----RRRRR-
-FF--------R--RR---
-FF--------R----RR-
--------------------
-FFFFFFF-RRRRR-
-FF--------R-----R-
-FFFF-----RRRRR-
-FF--------R--RR---
-FF--------R----RR-
--------------------
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- Posts: 17
- Joined: Mon, 6. Mar 06, 01:54