[Discussion] Generic X3TC S&M questions I
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Well, I'm having no luck. It is a command, and I'm using as the first line of the script: $ship -> set command (MY_COMMAND), which works fine. The end of the script is "return null". When the ship finishes the action sucessfully, the ship info reads "current action: none, Command: none", but it still doesn't notify me that the job is done. Any suggestions? (that's without using "set command COMMAND_NONE")Cycrow wrote:it only works if your script is set as a command. and it finishes properly.
setting the command to none before finishing will prevent it from happening
when the command script finishes it will set to none anyways
-Grax
Edit: Never mind, I got it. Added:
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002 $cmd = [THIS] -> get command
003 [THIS] -> set command: COMMAND_NONE
004 @ = wait 1 ms
005 [THIS] -> set command: $cmd
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Is it possible to copy a stations products/resources cycle? I am trying to add some Terran missile fabs to my game since there are none left, but every time I try to connect a terran station to a hub the game crashes. So, I thought I would try using another races factory and just have it make the terran missiles. Im not sure if the cycle time for terran facts are the same since they go energy->C-rations + ore ->missile instead of the usual energy ->food1 ->food2 + ore-> missile of everyone else.
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i was trying to add more guns to the front turret of my cutlass, which only has 4 by default. I managed to edit the tships file, adding in an extra 4 guns, and the game, when booted, sees the extra 4, and i can load 8 guns in the front bay in the weapons config. However, in practice, only 4 of the visible 8 actually fire. If i deselect the first 4, the later 4 dont fire at all. Is it a ship model issue, and i actually cant give the cutlass 8 guns, ala the thor or something im missing? Sorry if this has been explained elsewhere, i couldnt see anything. Thx in advance:)
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there not visable because you havn't added any more gun points. You cant do that in TShips alone.tc3 wrote:i was trying to add more guns to the front turret of my cutlass, which only has 4 by default. I managed to edit the tships file, adding in an extra 4 guns, and the game, when booted, sees the extra 4, and i can load 8 guns in the front bay in the weapons config. However, in practice, only 4 of the visible 8 actually fire. If i deselect the first 4, the later 4 dont fire at all. Is it a ship model issue, and i actually cant give the cutlass 8 guns, ala the thor or something im missing? Sorry if this has been explained elsewhere, i couldnt see anything. Thx in advance:)
you have to edit the models scene file to add new gun positions. Then in TShips assign the new guns to the model positions.
what i assume you have done, is simply doubled up the current weapons, so each point has 2 weapons instead. So you still have the same for gun positions
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I'd like to ask a few beginner questions, if I may:
1. I'm trying to add products to a station I created, but somehow the production prices seem very random. Is there a way to accurately set the products per cycle, cycle time, primary and secondary resources used for the product? Is it possible to set those for each product independently?
There ARE prebuilt computer-owned complexes, such as the Medium Shield Production Complexes ... so somehow, I think I'm just looking in the wrong direction [that is, in General Trade Commands -> for Stations].
2. How do I un-link and re-link a complex? I can easily move its sub-factories around, but the tubing remains, so I'm trying to re-link the complex.
3. Is there a way to make an object (e.g. a station) invisible and no-clip, other than moving it far, far away?
4. Is there a reliable way to calculate a simple bounding box for a station? "get size" returns a cryptic, unidimensional value.
5. How do I get my program to stop asking me for a "script input", I assume that's the context used to populate [THIS] and [SECTOR], etc.
1. I'm trying to add products to a station I created, but somehow the production prices seem very random. Is there a way to accurately set the products per cycle, cycle time, primary and secondary resources used for the product? Is it possible to set those for each product independently?
There ARE prebuilt computer-owned complexes, such as the Medium Shield Production Complexes ... so somehow, I think I'm just looking in the wrong direction [that is, in General Trade Commands -> for Stations].
2. How do I un-link and re-link a complex? I can easily move its sub-factories around, but the tubing remains, so I'm trying to re-link the complex.
3. Is there a way to make an object (e.g. a station) invisible and no-clip, other than moving it far, far away?
4. Is there a reliable way to calculate a simple bounding box for a station? "get size" returns a cryptic, unidimensional value.
5. How do I get my program to stop asking me for a "script input", I assume that's the context used to populate [THIS] and [SECTOR], etc.
X³ - Terran Conflict, Steam Version
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1. The product cycle is created based on the relvel of the product/resources added. You will need to balance the resources to get the correct product cycle. But products will always produce at the same levelThygrrr wrote:I'd like to ask a few beginner questions, if I may:
1. I'm trying to add products to a station I created, but somehow the production prices seem very random. Is there a way to accurately set the products per cycle, cycle time, primary and secondary resources used for the product? Is it possible to set those for each product independently?
There ARE prebuilt computer-owned complexes, such as the Medium Shield Production Complexes ... so somehow, I think I'm just looking in the wrong direction [that is, in General Trade Commands -> for Stations].
2. How do I un-link and re-link a complex? I can easily move its sub-factories around, but the tubing remains, so I'm trying to re-link the complex.
3. Is there a way to make an object (e.g. a station) invisible and no-clip, other than moving it far, far away?
4. Is there a reliable way to calculate a simple bounding box for a station? "get size" returns a cryptic, unidimensional value.
5. How do I get my program to stop asking me for a "script input", I assume that's the context used to populate [THIS] and [SECTOR], etc.
Also, the computer-owner complexes, are not real complexes, they are jsut factories that have multiple products. and dont work in the same way. They only produce one product at a time, not all of them similtaneously like player complexes do.
2. You cant
3. you cant make it invisible, but u can disabled collosions on the object, My cheat scripts can do that
4. get size is the radius of the bounding sphere
5. not sure what u mean by this, how are you running the script, and how do u intended it should work ?
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Sure you can... just destroy the complex hub and all your factories are now unlinked. Of course, you need to buy more Kits to reconnect.Cycrow wrote:2. You cantThygrrr wrote:2. How do I un-link and re-link a complex? I can easily move its sub-factories around, but the tubing remains, so I'm trying to re-link the complex.
-Grax
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Thank you very much for the helpful replies! 

I intend it to work by running from the script list, for now.

Gah, I'm an idiot. Somehow I thought it was the Sphere's diameter. Procedurally generated Complex Rings, here I come!Cycrow wrote: 4. get size is the radius of the bounding sphere

I press "r" in the script list. A "script input" window pops up. Then a script "summary" type window pops up, and if only I press enter on that, the actual script (with all its own dialogs) runs.Cycrow wrote: 5. not sure what u mean by this, how are you running the script, and how do u intended it should work ?
I intend it to work by running from the script list, for now.
Thanks, I shall try this. I just wonder whether the complex placement/connection dialog pops up when I place the complex kit using a script... The tubes strangely have a massive performance hit for me.Graxster wrote: Sure you can... just destroy the complex hub and all your factories are now unlinked. Of course, you need to buy more Kits to reconnect.
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I figured as much... thanks for clarifying.Cycrow wrote:well, generally you dont run stuff from the script editor unless your testing.
but doing so, will always ask you what object to run it on, theres no way to stop that
if you choose null, the script will be a global script, otherwise it'll run on the object that you select

Well... X³TC's interface is so amazingly convoluted, I see hardly any difference between
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Z-C-F12-ENTER-<cursor down times X>-R-ENTER-ENTER
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Z-C-<cursor down times X>-ENTER-<cursor down times X>-ENTER
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Not so strange... it's common. I personally use the "invisible tubes" mod from X3R in X3TC. Also modified it to make all the "billboard" signs vanish. It not only makes them invisible, you can fly right through where they are and not collide with anything.Thygrrr wrote:The tubes strangely have a massive performance hit for me.
-Grax
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Scripting interface questions (comment line, etc)
In X3R, I swear I was able to comment/toggle a single line with a key press/combination... Or am I insane?
What is the key/combination?
Also, other than single ctrl+x/c/v, is there a way to cut/copy/paste for MULTIPLE lines? I seem to be remembering that there was a way, but I think that I'm thinking of another program/interface.
One at a time can be rather tedious.
What is the key/combination?
Also, other than single ctrl+x/c/v, is there a way to cut/copy/paste for MULTIPLE lines? I seem to be remembering that there was a way, but I think that I'm thinking of another program/interface.
One at a time can be rather tedious.
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