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

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shinyclef
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Post by shinyclef »

I have the steam copy as well and was wondering, when a patch comes out and steam updates the game, will it remove the scripts and 'update' it to vanilla? And how about with mods?

Anyone have any insight into how this worked with reunion? Or does steam know to leave the script files alone. Maybe mods are different..?
fud
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Post by fud »

Reunion didn't work like this (so far as I know). Everything had to be in cat/dat files.

TC you can just drop them in their corresponding subfolders in the main install folder.

As far as patches, I don't know for sure. I'd assume future patches will add another cat/dat pair to the install folder. Whether it will affect any files in the other folders or not...


[Edit] Add-on scripts should be ok, since they go in the \scripts sub folder (like they did in R). Mods are done differently now though (as noted above).
The Gimp
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Post by The Gimp »

I did a simaler thing trying to open script editor to updated some scripts but can get it opened just downloaded the game used the command in the piolet name but cant find the menu item please tell where you found it
Cycrow
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Post by Cycrow »

theres several places you can open up the script editor, including a hotkey.

the one i use is from the Sidebar -> Personal -> Advanced -> Global Commands -> Script Editor
Mechcondrid
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Post by Mechcondrid »

hey cycrow im trying to use the ship editor to open the ships in the 03.cat but when it opens the tships file its all gibberish but if i use catpck and extrack them first there not gibberish but they have no ship data any ideas
Cycrow
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Post by Cycrow »

the ship creator currently doesn't work for TC files.

im still working on it
mikes_e_g
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Post by mikes_e_g »

I do not seem to be able to enable the script editor, when ever i try typing Thereshallbewings and then press enter the game freezes and i have to close it.

Please someone help me

I have version 1.2, and the files are downloaded and ready to be extracted to the x3tc directory.

Mike
Mechcondrid
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Post by Mechcondrid »

the ship creator currently doesn't work for TC files.

im still working on it
ah ok any other program out there that can edit the T files that you know of?
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LV
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Post by LV »

mikes_e_g wrote: Mike
Tutorial Opening The Script Editor

if you have followed that everything should be ok, have you already installed any scripts that could be causing the freeze when the SE is opened?
Cycrow
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Post by Cycrow »

Mechcondrid wrote:
the ship creator currently doesn't work for TC files.

im still working on it
ah ok any other program out there that can edit the T files that you know of?
the games only been out for a short time, the programs are still being converted ;)
jetai
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Installing scripts?

Post by jetai »

Take for example the Cheat script.

How do I go about installing it? Where do I save it to, what do I have to do to get it to work in game? etc. etc.

I looked for a faq for this but I couldn't find one. Maybe I'm just blind though...
jlehtone
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Re: Installing scripts?

Post by jlehtone »

jetai wrote:How do I go about installing it? Where do I save it to, what do I have to do to get it to work in game? etc. etc.
Depends on how the scripts have been packaged. Some have been packaged so that the Cycrow's Plugin Manager can copy them to correct places. Others are simple (zip/7zip/rar) packages.

Scripts have code files and possibly language files. The code files go to 'scripts' subfolder, and language files to 't' subfolder of your X3TC game folder, I think. On nice zip package the files are already in subfolders, so it is easy to extract them to correct locations.

Then you have to load your game, activate the ScriptEditor, and save. On next load (of that or subsequent saves of the same game), the unsigned scripts should load and initialize properly.

And for the example "Cheat script", you did read about it from a thread. If you have problems with that particular script, you search the answer from its thread. And if there is no asnwer yet, then you ask there. Same with every other script: ask from the source.
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Apollo911
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Post by Apollo911 »

Doubleshadow has posted a new version of the editor http://www.doubleshadow.wz.cz/index.php?p=news
Great news, hope he knows how much the community appreciates it!
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Nutsman
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Post by Nutsman »

Doubleshadow is godlike :D


:thumb_up: :thumb_up: :thumb_up:

i say many many thanks

Hope all of of you do the same ........
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Graxster
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Post by Graxster »

I remember one of the first questions I had when I started downloading X3R Mods was, "Is it possible to use multiple mods?". For those who don't script/mod, or are forum lurkers, there should probably be a link to Doubleshadow's Mod Manager thread with the title "Merging Mods" or "how to merge mods", or something, so people realize that Mod Manager isn't just for modders. Piece of cake with the "merge" button in MM.

-Grax
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clevider
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Post by clevider »

moggy2 wrote:I'm planning on updating the command lists in the msci-handbook on xai-corp.net, and document some of the new features.

I could use some help there if anyone feels like lending a hand.
The instructions list in "General Commands" and its submenus have been updated and sorted for everyone's enjoyment.

Note: I didn't add any pages for the new commands since I don't think I have any information to share on them. Hopefully others will supply some of that info. Oh, and now there are a bunch of instructions at the bottom of the "General" list that don't appear there in TC. I guess they were either taken out or moved to another category (not any of the submenus, though, I took those out). I left them on the page so that we can copy the links to the other pages when we figure out where they go.
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Anewbis
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Question from a noob.

Post by Anewbis »

Hi, how can i modeling my own ships ?
Wich software ?
where can i found X3TX gamepack's for Gmax ?





PS : sorry for my bad english...
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clevider
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Post by clevider »

Can anyone say whether or not the "scan potential pirate <Var/Ship> for illegal wares" completely reproduces the effects of scanning ships through the game's regular interface? I know it automatically causes a reduction in recognition if the player isn't licensed, but what about turning smugglers hostile? In experimenting, they never turn hostile and always dump their cargo after I ask (never before). Do I have to call "set pirate cover state to"? What do I set it to? I've tried "1," "0," and "NULL," but didn't observe any difference after scanning.

So far I suck at finding real smugglers and so I've been testing by using a script to simply place space weed on the ship I'm about to scan. I don't know whether that may be screwing up my results.
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Graxster
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Post by Graxster »

Someone else can probably give you a better answer, but...

Try "set pirate cover state" TRUE or FALSE maybe.

You can't add illegal wares to a random ship and expect any results (I'm guessing). Each ship is controlled by it's own AI/scripting/whatever... like it's not possible to clone a "Military Nova". You won't have the "Military" name, and it won't act like a cop. Pirates under cover are running on whatever script, and NPC's that are daring to transport illegal wares are "aware" of it? "Scan potential pirate for illegal wares" does not reproduce the same effect as "scan" command. The scan command has to be running a script, not a single line of scripting, I wouldn't think.

At a guess, it would have to be something like this (at a minimum):

$scan = [THIS] -> scan potential pirate <$target> for illegal wares
if $scan
. $race = $target -> get owner race
. if $race = Pirates
. $target -> set pirate cover state to [FALSE]

Or...I could be totally wrong, lol.

And about dumping the cargo... I don't think they ever dump it until/unless you ask them to. I just read in the Manual something like, "If you find they're carrying illegal goods, it's your responsibility to ask them to eject them" (or words to that effect).

-Grax
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Malakie
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Tutorials..... walkthrough in script design...

Post by Malakie »

Is there a tutorial or script design walkthrough of any kind?

For a newb in the scripting side of things like me, what I need is something like this: A tutorial that would walk me through line for line how to make a script and/or plugin that would cover much of the essentials..

Say for example we are going to create a plugin that allows me to create a M1 class ship, equip that ship with items I want to choose, add and name a pilot for the ship, create and fill the ships fighter/ship bay, equip each fighter with the items I want, add and name a pilot for each ship and finally place the ship in a sector say by user choice of current sector, select a sector or random sector.

A walk through explaining what we are doing and how it works, how to use text files and what they are for and the basics behind how the scripts lines work...

I have been going through the MCSI manual and it contains a lot of reference material but what would be nice is some kind of walkthrough tutorial in creating a script as mentioned above that people like me could learn while following along so we can see first hand as we do it what and how things come together.

Is there anything like this available and if not, would anyone be willing to write something like this perhaps??


BTW, I would be very grateful if someone did do this because I have a bunch of ideas that I would love to implement in X3TC and if I can at least learn the basics and understand how everything works together, I.E. when and how to use text files, etc etc, then I can hopefully write and create some of those many ideas. Since most of you modders are already overloaded with requests and updating your current scripts, if I can learn this stuff, then that much more can be done for other people.... At least I am willing and now have the time to invest in this and so....
Take it light.....

Malakie

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