The Script Editor / Galaxy Editor

The place to discuss scripting and game modifications for X²: The Threat.

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BurnIt!
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The Script Editor / Galaxy Editor

Post by BurnIt! » Fri, 26. Dec 03, 22:30

The Script Editor

The script editor aka "Manual Ship Computer Interface" (M.S.C.I.) is an in-game tool to create/modify AI behaviour rules and also allows creating/modifying objects in the game universe.
These features mean it is very powerful and when not used carefully can seriously damage your game universe.
As many of you have already found out using the Script Editor can spoil all the fun of the game!

While work on a documentation continues please note that with the editor being released earlier than planned script writing and accompanied problems are NOT supported by Egosoft or any betatesters. Until the official release of the documentation you are on your own.

The official documentation is estimated to be complete in January 2004.

If you are certain that you want to use this unsupported feature type Thereshallbewings (note the capital T) while flying in space to activate the "Script Editor" menu item in the command console. A confirmation beep will sound on correct activation.

Note that the publication of the Script Editor access code by no means forces you to use it. The editor is an advanced and most importantly optional feature.
If you are not into script programming of any sort you are probably better off without it.

*edit* added by burianek 9-9-05
The Galaxy Editor

The Galaxy Editor is an in game tool that allows you to create your own maps for the X-Universe.

There is no documentation for this feature, and use remains unsupported by Egosoft.

If you are certain that you want to use this unsupported feature type Thereshallbewings (note the capital T) while in the opening Menu of the game. (the first menu to appear after starting the game, which has Start, Load, Intro, etc. as options) The Galaxy editor will then appear as a new option at the bottom when you select START.

Note that the publication of the Galaxy Editor access code by no means forces you to use it. The editor is an advanced and most importantly optional feature.
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Dirtbox
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Post by Dirtbox » Fri, 26. Dec 03, 23:01

Great stuff!

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Post by twistedtech » Sat, 27. Dec 03, 00:18

Any chance of a new forum to seperate the scripting stuff from the rest . . . like you did for tech support? nudge, nudge, wink :o , wink :o
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Post by Reven » Sat, 27. Dec 03, 00:24

I second that motion. It would be good to split the script talk out of the spoilers forum. Put "unsupported" right in the title or description to make sure people know that they are on their own. It will both give people a place to share their script knowledge, and keep the spoilers forum more on-track.
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Post by SteelRush » Sat, 27. Dec 03, 00:26

Just wanted to remind everyone of the X2 Scripting Center. We are dedicated to scripting with downloads, forums and more.

I don't think you need much of a reminder with all the people that are there though! :lol:

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Post by giskard » Sat, 27. Dec 03, 01:04

Burnit: I realise the script editor is considered unsupported material right now but do you happen to have a list of things it definately will not do ?

Save me some time trying to get those things to work.

EG Bulletin boards, news, missions etc etc ?

Giskard

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Post by nielsw » Sat, 27. Dec 03, 01:19

Good idea - hope it's not too much work for the mods to make a separate forum, but that would be great!

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Post by Lothmorg » Sat, 27. Dec 03, 03:57

Excellent :!: :!:
Thank you! :D
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Post by Divine Shadow » Sat, 27. Dec 03, 09:03

a moderator cant make a new forum only the forum administrator can do that

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Post by carran » Sat, 27. Dec 03, 10:16

BurnIt! and Steel are Site Admins...

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Post by cartesian » Sat, 27. Dec 03, 10:21

A sincere thanks for trusting us and allowing us to make our own mistakes (which is arguably half the fun!).

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Post by bil1010105 » Sat, 27. Dec 03, 14:05

Thanks for this - kudos to all at Egosoft for giving us the opportunity to have a play with this.

Good luck with the documentation! :P

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Ben_Kneel
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Post by Ben_Kneel » Sat, 27. Dec 03, 19:06

(pssst, they didn't give us the script editor, they still think we aren't bright/mature enough to use it without full documentation, a third-party figured it out and released it, they are just admitting to it now that the "cat is out of the bag" and the earth didn't explode)

Though yes, a seperate forum area would help organize things considerably. :)
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giskard
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Post by giskard » Sun, 28. Dec 03, 16:11

Im wondering how scripts will be distributed for use by players and if we can only edit existing scripts of add own to the game.

When scripting was first mentioned my vision of how it would probably work was basically via an option in the AI ship screen that allowed the player to assign a script to that ship.

Not checked how it works at the moment because its xmas and im busying drinking :)

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Post by Greb Jnnayr » Mon, 29. Dec 03, 17:43

giskard wrote:Burnit: I realise the script editor is considered unsupported material right now but do you happen to have a list of things it definately will not do ?

Save me some time trying to get those things to work.

EG Bulletin boards, news, missions etc etc ?

Giskard
I think Burnit already answered your question with this quote:
"The script editor aka "Manual Ship Computer Interface" (M.S.C.I.)".

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Post by giskard » Mon, 29. Dec 03, 22:34

Yup but theres also these scripts.

!bbsnews.eval.ownerrace.pck
!bbsnews.eval.product.pck
!galaxyeditor.create.asteroid.pck

To name a few, I do not see not ship name in those.

So back to my original question, see above please. :)

Giskard

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Post by Vipula » Fri, 2. Jan 04, 16:25

Is it possible to stop a script running once you have started it?

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Post by FuzzyLightning » Sun, 4. Jan 04, 23:00

Vipula wrote:Is it possible to stop a script running once you have started it?
ofcourse, it would be pretty easy to do that, either the script editor will have an option or you'll be able to look throught the game files via program files/egosoft/X2

if that doesnt work, take the save games that dont have the new scripts and save them into a little file, then reinstall X2.


-FuZzY

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Post by WetWarev7 » Mon, 5. Jan 04, 22:54

FuzzyLightning wrote:
Vipula wrote:Is it possible to stop a script running once you have started it?
if that doesnt work, take the save games that dont have the new scripts and save them into a little file, then reinstall X2.
-FuZzY
:lol: That's pretty much it........although you don't have to reinstall.
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Post by FuzzyLightning » Tue, 6. Jan 04, 04:05

WetWarev7 wrote:
FuzzyLightning wrote:
Vipula wrote:Is it possible to stop a script running once you have started it?
if that doesnt work, take the save games that dont have the new scripts and save them into a little file, then reinstall X2.
-FuZzY
:lol: That's pretty much it........although you don't have to reinstall.
lol yeah you dont have to reinstall, i missed out abit of text too :roll:

Find the script in the X2 scripts directory and either move it out of the folder or delete it.



-FuZzEh!

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