Changes in Types files

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Observe
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Changes in Types files

Post by Observe »

Weapons:

With X3-R we were limited to 32 weapon and bullet types. In case of X3-TC it appears that limit has been eliminated or at least extended. If true, this is good news for modders!

TBullets.txt: I notice 45 entries for X3-TC as compared to X3-R 30 entries. This immediately suggests that we are no longer hard-coded limited to 32 different bullets - which was a serious limitation for X3-R in terms of custom bullets.

TLaser.txt: Same apparent improvement as with TBullets. In the case of X3-R we had 30 entries with 32 max. In the case of TC we have 39 entries with max=unknown (possible 64?)

I'll continue populating this list as I notice changes
Cycrow
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Post by Cycrow »

not elimitated exactly.

there is still only 32 laser masks.

so setting the ship compatability only works with 32 weapons.

however now instead of each of this 32 ones being the position in TLasers, its based on the subtype parameter. So you can have multiple weapons that use the same mask.

if you use the cargo class you can then make fight and capital class ship weapons for the same id
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Observe
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Post by Observe »

Thanks for clarification Cycrow. :)

Too bad they didn't increase the mask considering this has been a long standing bone of contention for modders.
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Post by jlehtone »

I boldly added a link to this thread in the "Tutorials and Resources", so Observe you should work on that population scheme. ;)
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46852
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Post by 46852 »

Gazz made a script for X3:R that contained over 400 different lasers. He somehow went around the laser mask limit, and limited for example the usage of heavy lasers by using the ship model size as a restriction. He also had own lasers for every race, like Boron BIRE, Argon BIRE etc. Not sure exactly how he did that though :)

TC having a subtype parameter makes stuff a bit easier, but there's still that stupid laser mask limit... get rid of it already, I don't mind if the fancy colored squares in the ship info get kicked out because of that... :)
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Post by Cycrow »

46852 wrote:TC having a subtype parameter makes stuff a bit easier, but there's still that stupid laser mask limit... get rid of it already, I don't mind if the fancy colored squares in the ship info get kicked out because of that... :)
but ur missing the very good reason for y its actually done that way.

how else would you propose it should limit them per ships ?
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Post by Sandalpocalypse »

Ahhh!

It took me a bit to understand, but I think I got it now.

Kyons all have the subtype SG_LASER_KYON, which corresponds to some weird bitmask. But the game checks cargo types, so even though Khaak Interceptors and Scouts have the same bitmask as Fighters, they won't show as being able to mount Betas because they can only carry S cargo?
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Post by Cycrow »

Sandalpocalypse wrote:Ahhh!

It took me a bit to understand, but I think I got it now.

Kyons all have the subtype SG_LASER_KYON, which corresponds to some weird bitmask. But the game checks cargo types, so even though Khaak Interceptors and Scouts have the same bitmask as Fighters, they won't show as being able to mount Betas because they can only carry S cargo?
thats correct yeah

its also the reason y many ships are compatable with the repair laser, coz it shares the same subtype as the tractorbeam

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