Ship Tricks: Mini-Guides. NO 3D modeling required! (Bullwinkle) [Guide][TC][AP]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Post Reply
dtrowle
Posts: 351
Joined: Wed, 24. Aug 05, 05:45
xr

Post by dtrowle » Mon, 11. Jun 12, 01:33

Sadly, it has not been my experience with the Creator, but I do not know why. Mostly, when I try to extract a ship from a mod I get "There was a problem when trying to import the ship..." without any clue about what caused the problem.
I had that same problem when I tried. I've went down that road before and the last time it resulted in corrupted saves and a restart. That's why I decided to do it myself this time.

kurush
Posts: 4320
Joined: Sun, 6. Nov 05, 23:53
x3tc

Post by kurush » Mon, 11. Jun 12, 01:33

Thanks again for the bigger dock tutorial, using it I was able to change Normaldy for a bigger dock in about 10 min. It's docking port had a number of 19044 in the scene file. As a result I got the following abomination that works seamlessly but is a bit ugly. Springblossom parts are clipping badly with the original ship. Any way to pus the dock position down in those text files? Also, do you know if those dummies are mostly parts of vanilla game or added by mods/ship packages?
Image
Last edited by kurush on Mon, 11. Jun 12, 01:38, edited 2 times in total.

dtrowle
Posts: 351
Joined: Wed, 24. Aug 05, 05:45
xr

Post by dtrowle » Mon, 11. Jun 12, 01:36

Ah nothing beats venting your rage on emotionless CPU's and putting the fear of... whatever they believe in... into them.
Yeah, but it makes me feel better :lol:

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 11. Jun 12, 01:41

The X-Plorer wrote:putting the fear of... whatever they believe in... into them.
Lore, perhaps? Or the Queen Borg?

Since you are here, X-Plorer, I wrote a script just for you, and you never gave me a report about how it worked for you!

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 11. Jun 12, 01:53

kurush wrote:Thanks again for the bigger dock tutorial, using it I was able to change Normandy for a bigger dock in about 10 min.
Nice! That's what I like to hear!
As a result I got the following abomination that works seamlessly but is a bit ugly.
Yikes! It looks as though your Normandy is a bit small for a frigate. That's the main problem.

The position of the dock should be the 2nd through 4th numbers on the second line of dock entry in the scene file. I am not sure exactly how the numbers 5 through 8 work, but I expect 3 of them to be rotation. Not sure about the 4th (position 5 or 8 ).

However, I the only real suggestion that will handle docking a ship the same size as the carrier is to move the docking port *outside* the carrier ship. That way, it will look like an "external dock". External docks look more like a mooring than a dock... as though the docked ship is tethered to the carrier.

Luckily, you don't spend all that much time in your space suit looking at your ship. Unless, of course, you just spent a couple of days trying to get your ship installed in-game. :)

do you know if those dummies are mostly parts of vanilla game or added by mods/ship packages?
The dummies in the vanilla Dummy.txt shold be vanilla dummies. Did I misunderstand your question?
  • Now, if only you could import Cmdr Jane Shepard...

kurush
Posts: 4320
Joined: Sun, 6. Nov 05, 23:53
x3tc

Post by kurush » Mon, 11. Jun 12, 02:00

DrBullwinkle wrote: The dummies in the vanilla Dummy.txt shold be vanilla dummies. Did I misunderstand your question?
No, you didn't. I was just trying to find where to change it permanently so that Plugin Manager won't overwrite it with every new ship. It is in 02.cat/dat for AP. For normandy I ended up enabling only "LITTLESHIP" for that dock, thanks to this link you provided. TS looks OK there, something like a Space Shuttle on that plane that carries it but up side down :)

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 11. Jun 12, 02:14

kurush wrote:I was just trying to find where to change it permanently so that Plugin Manager won't overwrite it with every new ship.
Oh!

Tip: I copy 02.cat to 03.cat for AP. Then I make my edits in 03.cat.

The Plugin Manager thinks that 03.cat is "vanilla", and adds it's stuff to that.

That way, my edits in 03.cat "stick".

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Yeah, sometimes there are funny-looking things with internal docks, like when I dock a Sirokos on a Deimos. :roll:

For docking a Springblossom on a too-small Normandy model, you could take the next step and add an external dock or two. That way you could control the number of large ships that dock.

How about reporting the size problem to the modeler who made the Normandy? A frigate really should be a larger ship; even a light frigate like the Normandy.

Also, modelers have some kind of easy way to resize ships, I think. I just don't know what it is.

kurush
Posts: 4320
Joined: Sun, 6. Nov 05, 23:53
x3tc

Post by kurush » Mon, 11. Jun 12, 03:25

I kind of like this Normandy as it is. SR1 was M6, SR2 is supposed to be 1.5 times bigger (or was it heavier?). Its size fits the lore well :) I didn't plan to dock anything big on it, just something that qualifies as a "shuttle". I discovered an unfortunate side-effect of such changes though - basically, you change the dummy for all ships that use it and in this case Hyperion Vanguard gets TS docking capabilities as well as several commonwealth M6 if you give them hangar. With the original "STANDARD" version I could even stack-dock Hyperions Aran style :)
On 03.cat - this is exactly what I am doing, up to the name :) . I was looking for the original version to change before Plugin Manager.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 11. Jun 12, 03:40

kurush wrote:I kind of like this Normandy as it is.
OK, no problem.

To be precise, both SR-1 and SR-2 are classed as light frigates (M7) in Mass Effect lore. But that is a different game in an alternate universe, so feel free to interpret as you like. :)

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Yes, changing the dock changes it for all ships that use it. I think I mentioned it somewhere, but there is a lot of text and it would be easy to miss.

The impact to the game of having larger docks on all ships that use that dock is pretty small. For other races, the largest effect is that you might see a carrier launch an M6 rather than M3's, but that is a fairly minor effect, isn't it?

For your own ships, you can use the dock or not; it's really up to how you want to play the game.

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
I may, someday, add a few "blank" dummy docks (and turrets) and post the resulting Dummies file. That would make it much easier for people to create their own dummies.

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For you, kurush, I know that you could figure out the Dummies format and create your own Dummy dock. That way you could have a unique dock for your Normandy, if that is what you want.

Half-baked tip for creating your own Dummy on Page 2. The short version: copy and paste the last five entries in the "Animated" record, and increment the counter at the beginning of the record. (Obviously, back up your working Dummies file before you do that!)

Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 » Mon, 27. Aug 12, 13:29

I would like to give some M6 ships a front turret instead of front guns.

Can I use the method you describe in your tutorial (add main guns to ships without main guns) to put a front turret where the front guns where?

Or can I do it by just modidying TShips and reusing the ordinals for the front weapons, using e.g. "turretdummy" instead of "invisible weapon"?
Last edited by Cronos988 on Mon, 27. Aug 12, 14:19, edited 1 time in total.

Libelnon
Posts: 120
Joined: Mon, 22. Aug 11, 13:22
x4

Post by Libelnon » Mon, 27. Aug 12, 13:52

Hmm. This looks interesting.

I don't suppose there's a way to increase the number of turrets a ship has, is there? Say, a Heavy 'taur with 6 turrets, or a colossus with 12? I've always preferred the Freespace-esque concept of many turrets with few guns, rather than few turrets with many guns (such as is at the moment).
Sorry, were you expecting a witty one-liner?

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 27. Aug 12, 14:26

Cronos988 wrote:I would like to give some M6 ships a front turret instead of front guns.
Usually I tell people that adding a turret is difficult without a 3D editor. However, this is a special case in which you already have guns in the correct location.

In the scene:
  • - Replace the main gun's "invisible_weapon" with "turretdummy" for each gun. (Only the main guns, of course).

    - Add a camera for the front turret. One way to do this would be to copy-and-paste a camera from a scene that has one for a front turret, then adjust the x,y,z values to suit your M6. For the first guess at x,y,z values, begin with the values for the cockpit camera, then use the z value from one of the main guns.
In TShips:
  • - Add a Front turret:
    • Position = front
      Viewport = SS_COCKPIT_?_FRONT_M6 (where ? = ships race)
      Model = ships\props\cameradummy
      Scene node index = ordinal of the cameradummy that you added above
    - Move the guns from the cockpit turret to your new front turret
If you want help with modifying the scene, then tell me which M6 you want to modify.



Libelnon wrote:I don't suppose there's a way to increase the number of turrets a ship has, is there? Say, a Heavy Centaur with 6 turrets, or a Colossus with 12?


The maximum number of turrets (that the game can use) is 6. If you want more turrets on an M6, then use an M7. :P

Kidding aside, adding a turret without using a 3D editor is difficult, which is why I do not have a tutorial for it.

For most purposes, it is very much easier to begin with a model that has all of the turrets that you want.

Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 » Wed, 3. Oct 12, 10:32

Dr. Bullwinkle, thanks for your excellent Tutorials.

As to changing a front gun to a front turret, I have discovered that it is actually much easier:

You can just add a front turret in TShips, use the ships main node (node 0, the cockpit node) as the viewport and use the ordnials of the main guns.

Turrets actually do not care what kind of prop they are based on, so you can make a turret with ships\props\invisible_weapon just fine.

I just deleted the main guns from a centaur and put the ordinals 1-8 into a turret. Its not pretty when you use the turret yourseld (the ship is kinda in the way) but it works and the AI uses it just fine.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Wed, 3. Oct 12, 15:34

Is node 0 is always the cockpit node? It is great that it worked in your example, but can we generalize that advice for all ships?

Other than the camera, however, yes, that's (almost) exactly my suggestion. :)

Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 » Wed, 3. Oct 12, 19:13

I think node 0 is actually the model itseld, which has the cockpit 'built in'. It should always be node 0, but if it isn't, you would immediately see that in TShips, every ship has a cockpit defined, even if it has no weapons.

Yeah, it's pretty much your suggestion, but you do not even need to edit the scene file, just use what is there. Great if you want to, say, remove all fixed front guns from everything bigger than M3 ;)

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Wed, 3. Oct 12, 19:15

Cool.

Thanks for researching this, Cronos!

luke8888
Posts: 4
Joined: Fri, 30. Nov 12, 17:12

Post by luke8888 » Fri, 30. Nov 12, 17:20

hi, and thanks for your very useful tuts!
i'm finding something strange while trying to add main guns to the Brigantine[just like the example], well they simply don't fire!
the props\invisible_weapon is placed where the frontal turrets are, and the ordinals are ok, the scene file is ok, there are no mistakes respect your tut.
revised more and more...
do you have any idea of what's happening???
thanks, and sorry if i'm in the wrong place, this is my first post!
see ya in space

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Fri, 30. Nov 12, 19:49

Frstwlfz reported a similar problem with guns not firing back on page 3. Read the posts on that page and see whether anything helps. If not, you can send me your scene and I will take a look at it over the weekend.

luke8888
Posts: 4
Joined: Fri, 30. Nov 12, 17:12

Post by luke8888 » Sun, 2. Dec 12, 18:14

hi doc, and thanks for the answer...I've had hard work this weekend so i didn't answer to you as fast as you did!

well the problem must be near here:

Code: Select all

/     Node B19026_4 Class [Editable Poly, GEOMOBJECT_CLASS_ID]
P 28; B 19026; C 4; N B19026_4; b
  { 0x2002;  -31687; -57976; 90223;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1

P 29; B ships\props\extern_TS_dock; N Bships\props\extern_TS_dock; b  // idx 14
{ 0x2002;  50000; -120000; 10000;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

P 30; B ships\props\extern_TS_dock; N Bships\props\extern_TS_dock; b  // idx 15
{ 0x2002;  -50000; -120000; 10000;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } // 0

/--------------------------------------------------------------------------------

/aDDING Guns

P 31; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-03; b 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1 
P 32; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-04; b 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1 
P 33; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-05; b 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1 
P 34; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-06; b 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1 
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1 

/-----------------------------------------------------------------------
This is on a Pirate Galleon.
[well external docking is not working yet, but one problem at a time!]
all the cockpit weapons are like this:
SS_COCKPIT_DEFAULT

Count
1

Model\Scene(1)
ships\props\invisible_weapon

ordinal
31

for four times.

testing with Cluster Flak Arrays[yeah with those damn cannons in the front no need of escort!!] and HEPT. Weapons spawn correctly, in the ship info tab Main Guns are detected...

I agree with Frstwlfz with the frustation of not understanding why!
all kind of help will be very appreciated.
Thank you very much for your time.

User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle » Mon, 3. Dec 12, 02:34

I do not see anything wrong with the scene snippet that you posted. Perhaps the trouble is in the TShips entry?

Here is a working Galleon scene with 8 main guns and two Transport docks (TS/TP):

Code: Select all

/ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/ Galleon Sentinel scene.
/ Adds 8x main guns and 2x Transport docks (TS/TP).
/ Requested by luke8888.
/ Bullwinkle, 2012-12-02
/ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

/===============================================================
/ 3D Scene Information file C:\Users\Bobby\Desktop\Next Update\objects\ships\Pirate\Pirate_M1_scene.bod
/ Automatically generated from D:\Max Scenes\[CURRENT]\PROCESSED\Ships\Pirate\Pirate M1\Pirate_M1_Scene.max
/===============================================================
/ EGOSOFT Bodyfile exporter version 3.53 [Jul 31 2007 12:17:29]
VER: 3;

/ Galleon: Turret angles corrected by Gazz 05.12.08

P 0; B ships\pirate\pirate_m1; C 1; N Bships\pirate\pirate_m1_1a; b
  { 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  0; 0; 0;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
/     Node B19026_3 Class [Editable Poly, GEOMOBJECT_CLASS_ID]
P 1; B 19026; C 3; N B19026_3; b
  { 0x2002;  -31687; -57976; 25075;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1
/     Node B19026_1 Class [Editable Poly, GEOMOBJECT_CLASS_ID]
P 2; B 19026; C 1; N B19026_1; b
  { 0x2002;  -31687; -57976; 47263;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1
/     Node B19027a Class [Editable Poly, GEOMOBJECT_CLASS_ID]
P 3; B 19027; N B19027a; b
  { 0x2002;  5390; -31843; 42262;  0.250000; 0.000000; -1.000000; 0.000000;  -1;  -1; } // -1
/     Node B19026_2 Class [Editable Poly, GEOMOBJECT_CLASS_ID]
P 4; B 19026; C 2; N B19026_2; b
  { 0x2002;  -31687; -57976; 67986;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1
P 5; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2-01; b
  { 0x2002;  -46007; -23947; 293890;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  -46007; -23947; 293890;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
/ Turret: Top  6/23-25
P 6; B ships\props\bigturret5_dummy; C 6; N Bships\props\bigturret5_dummy_6-01; b
  { 0x2002;  -17000; -8300; -42300;  0.250; -1.000; 0.000; 0.000;  3333;  1; } // 1
  { 0x2002;  -17000; -8300; -42300;  0.250; -1.000; 0.000; 0.000;  -1;  -1; } // -1

P 7; B ships\props\cameradummy; C 1; N Bships\props\cameradummy_1-bridge; b
  { 0x2002;  0; 28000; -152000;  0.000; 0.000; 0.000; 0.000;  -1;  -1; } // -1
P 8; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2-front; b
  { 0x2002;  0; -11392; 385193;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 9; B ships\props\cameradummy; C 4; N Bships\props\cameradummy_4-rear; b
  { 0x2002;  0; -6857; -361124;  0.500000; -0.000000; 1.000000; -0.000000;  -1;  -1; } // -1
P 10; B ships\props\cameradummy; C 6; N Bships\props\cameradummy_6-top; b
  { 0x2002;  0; -243; -96152;  0.250; -1.000; 0.000; 0.000;  -1;  -1; } // -1
P 11; B ships\props\cameradummy; C 7; N Bships\props\cameradummy_7-bottom; b
  { 0x2002;  0; -116361; 25529;  0.250; 1.000; 0.000; 0.000;  -1;  -1; } // -1
P 12; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3-left; b
  { 0x2002;  -28595; 8223; 138722;  0.250000; 0.000000; -0.980; 0.000000;  -1;  -1; } // -1

P 13; B ships\props\bigturret4_dummy; C 2; N Bships\props\bigturret4_dummy_2-02; b
  { 0x2002;  46007; -23947; 293890;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  46007; -23947; 293890;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1

P 14; B ships\props\cameradummy; C 5; N Bships\props\cameradummy_5-right; b
  { 0x2002;  28674; 8223; 138722;  0.250000; 0.000000; 0.980; 0.000000;  -1;  -1; } // -1

P 15; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5-01; b
  { 0x2002;  14797; -9300; 92343;  0.250; 0.000000; 0.980; 0.000000;  3333;  1; } // 1
  { 0x2002;  14797; -9300; 92343;  0.250; 0.000000; 0.980; 0.000000;  -1;  -1; } // -1
P 16; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5-02; b
  { 0x2002;  14797; -9300; 57168;  0.250; 0.000000; 0.980; 0.000000;  3333;  1; } // 1
  { 0x2002;  14797; -9300; 57168;  0.250; 0.000000; 0.980; 0.000000;  -1;  -1; } // -1
P 17; B ships\props\bigturret4_dummy; C 5; N Bships\props\bigturret4_dummy_5-03; b
  { 0x2002;  14797; -9300; 18308;  0.250; 0.000000; 0.980; 0.000000;  3333;  1; } // 1
  { 0x2002;  14797; -9300; 18308;  0.250; 0.000000; 0.980; 0.000000;  -1;  -1; } // -1
P 18; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3-01; b
  { 0x2002;  -14718; -9300; 92343;  0.250; 0.000000; -0.980; 0.000000;  3333;  1; } // 1
  { 0x2002;  -14718; -9300; 92343;  0.250; 0.000000; -0.980; 0.000000;  -1;  -1; } // -1
P 19; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3-02; b
  { 0x2002;  -14718; -9300; 57168;  0.250; 0.000000; -0.980; 0.000000;  3333;  1; } // 1
  { 0x2002;  -14718; -9300; 57168;  0.250; 0.000000; -0.980; 0.000000;  -1;  -1; } // -1
P 20; B ships\props\bigturret4_dummy; C 3; N Bships\props\bigturret4_dummy_3-03; b
  { 0x2002;  -14718; -9300; 18308;  0.250; 0.000000; -0.980; 0.000000;  3333;  1; } // 1
  { 0x2002;  -14718; -9300; 18308;  0.250; 0.000000; -0.980; 0.000000;  -1;  -1; } // -1
P 21; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4-01; b
  { 0x2002;  25201; -37031; -388186;  0.500000; 0.387729; 0.921773; -0.000000;  3333;  1; } // 1
  { 0x2002;  25201; -37031; -388186;  0.500000; 0.387729; 0.921773; -0.000000;  -1;  -1; } // -1
P 22; B ships\props\bigturret4_dummy; C 4; N Bships\props\bigturret4_dummy_4-02; b
  { 0x2002;  -25202; -37031; -388186;  0.500000; -0.387729; 0.921773; 0.000000;  3333;  1; } // 1
  { 0x2002;  -25202; -37031; -388186;  0.500000; -0.387729; 0.921773; 0.000000;  -1;  -1; } // -1

/ Turret: Top  6/23-25
P 23; B ships\props\bigturret5_dummy; C 6; N Bships\props\bigturret5_dummy_6-02; b
  { 0x2002;  17000; -8300; -169500;  0.250; -1.000; 0.000; 0.000;  3333;  1; } // 1
  { 0x2002;  17000; -8300; -169500;  0.250; -1.000; 0.000; 0.000;  -1;  -1; } // -1
P 24; B ships\props\bigturret5_dummy; C 6; N Bships\props\bigturret5_dummy_6-03; b
  { 0x2002;  -17000; -8300; -169500;  0.250; -1.000; 0.000; 0.000;  3333;  1; } // 1
  { 0x2002;  -17000; -8300; -169500;  0.250; -1.000; 0.000; 0.000;  -1;  -1; } // -1
P 25; B ships\props\bigturret5_dummy; C 6; N Bships\props\bigturret5_dummy_6-04; b
  { 0x2002;  17000; -8300; -42300;  0.250; -1.000; 0.000; 0.000;  3333;  1; } // 1
  { 0x2002;  17000; -8300; -42300;  0.250; -1.000; 0.000; 0.000;  -1;  -1; } // -1

P 26; B ships\props\bigturret5_dummy; C 7; N Bships\props\bigturret5_dummy_7-01; b
  { 0x2002;  0; -114280; 71551;  0.250; 1.000; 0.000; 0.000;  3333;  1; } // 1
  { 0x2002;  0; -114280; 71551;  0.250; 1.000; 0.000; 0.000;  -1;  -1; } // -1
P 27; B ships\props\bigturret5_dummy; C 7; N Bships\props\bigturret5_dummy_7-02; b
  { 0x2002;  0; -119421; 322087;  0.250; 1.000; 0.000; 0.000;  3333;  1; } // 1
  { 0x2002;  0; -119421; 322087;  0.250; 1.000; 0.000; 0.000;  -1;  -1; } // -1
/     Node B19026_4 Class [Editable Poly, GEOMOBJECT_CLASS_ID]
P 28; B 19026; C 4; N B19026_4; b
  { 0x2002;  -31687; -57976; 90223;  0.250000; 0.000000; 1.000000; 0.000000;  -1;  -1; } // -1

/ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/ Add two external Transport docks (luke8888)
P 29; B ships\props\extern_TS_dock; N ships\props\extern_TS_dock; b
{ 0x2002;  50000; -120000; 10000;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } 
P 30; B ships\props\extern_TS_dock; N ships\props\extern_TS_dock; b
{ 0x2002;  -50000; -120000; 10000;  0.000000; 0.000000; 0.000000; 0.000000;  -1; 1; } 

/ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
/ Add 8 main guns (luke8888)
P 31; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-03; b
  { 0x2002;  10000; -23947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  10000; -23947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 32; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-04; b
  { 0x2002;  20000; -33947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  20000; -33947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 33; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-05; b
  { 0x2002;  30000; -43947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  30000; -43947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 34; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-06; b
  { 0x2002;  40000; -53947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  40000; -53947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 35; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-07; b
  { 0x2002;  -10000; -23947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  -10000; -23947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 36; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-08; b
  { 0x2002;  -20000; -33947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  -20000; -33947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 37; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-01; b
  { 0x2002;  -30000; -43947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  -30000; -43947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
P 38; B ships\props\invisible_weapon; C 1; N Bships\props\invisible_weapon_1-02; b
  { 0x2002;  -40000; -53947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  3333;  1; } // 1
  { 0x2002;  -40000; -53947; 385000;  0.000000; 0.000000; 0.000000; 0.000000;  -1;  -1; } // -1
  


Here is the TShips entry (remove the line breaks before pasting TO THE END of your TShips) (Remember to increment the counter on line 3 of TShips):

Code: Select all

0;0;0.01;0.008;0.004;SG_SH_M1;12951;26000;2550;102;1;11;373;
6560;112;247;ships\pirate\Pirate_M1_scene;ships\argon\cockpits
\argon_m1_cp_scene;268483038;38;53200;0.014999;5;2;16391;9;6;6;75
00;16720;86;1;1;3;4;2;2;3;3;4;5;4;6;25;4;8;3000000;37;38;0;2;10;OBJ
_SHIP_M1;7;1;0;ships\props\cameradummy;7;2;1;ships\props
\cameradummy;8;3;2;ships\props\cameradummy;14;4;3;ships\props
\cameradummy;9;5;4;ships\props\cameradummy;12;6;5;ships\props
\cameradummy;10;7;6;ships\props\cameradummy;11;7;1;8;1;8;1;1;ships
\props\invisible_weapon;31;;-1;2;1;ships\props
\invisible_weapon;32;;-1;3;1;ships\props\invisible_weapon;33;;-1;4;1;ships
\props\invisible_weapon;34;;-1;5;1;ships\props
\invisible_weapon;35;;-1;6;1;ships\props\invisible_weapon;36;;-1;7;1;ships
\props\invisible_weapon;37;;-1;8;1;ships\props
\invisible_weapon;38;;-1;9;4;2;2;9;2;ships\props\bigturret4_dummy;5;ships
\props\bigturret4_weapon;1;11;2;ships\props\bigturret4_dummy;13;ships
\props\bigturret4_weapon;1;13;6;3;3;13;2;ships\props
\bigturret4_dummy;15;ships\props\bigturret4_weapon;1;15;2;ships\props
\bigturret4_dummy;16;ships\props\bigturret4_weapon;1;17;2;ships\props
\bigturret4_dummy;17;ships\props\bigturret4_weapon;1;19;4;4;2;19;2;ships
\props\bigturret4_dummy;22;ships\props\bigturret4_weapon;1;21;2;ships
\props\bigturret4_dummy;21;ships\props
\bigturret4_weapon;1;23;6;5;3;23;2;ships\props\bigturret4_dummy;18;ships
\props\bigturret4_weapon;1;25;2;ships\props\bigturret4_dummy;19;ships
\props\bigturret4_weapon;1;27;2;ships\props\bigturret4_dummy;20;ships
\props\bigturret4_weapon;1;29;6;6;4;29;2;ships\props
\bigturret5_dummy;6;ships\props\bigturret4_weapon;1;31;2;ships\props
\bigturret5_dummy;23;ships\props\bigturret4_weapon;1;33;1;ships\props
\bigturret5_dummy;24;ships\props\bigturret4_weapon;1;34;1;ships\props
\bigturret5_dummy;25;ships\props\bigturret4_weapon;1;35;4;7;2;35;2;ships
\props\bigturret5_dummy;26;ships\props\bigturret4_weapon;1;37;2;ships
\props\bigturret5_dummy;27;ships\props
\bigturret4_weapon;1;1;1067800;25;1;0;1067800;33333;0;0;BW_GALLEON
_SENTINEL;



When you create the ship in-game, it will be called a "Galleon Sentinel".



Here is a picture of the Galleon Sentinel with a Boron Angel (TP) docked:

[ external image ]



Here is a picture of the Galleon Sentinel firing 8x ISR's from the Main Guns:

[ external image ]

Post Reply

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”