[MOD-WIP] X2 Ship Callback Mod

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

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StormMagi
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Post by StormMagi »

Having never played X2 I would really enjoy this mod as it would add more depth to X3TC for me ^_^ (not to mention a wider variety of m7's for my fleet)
killerog
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Post by killerog »

amurph0 wrote:
killerog wrote:You probly need to reset the xform. Its located in the same menu as dbox is.
sweet, it's facing the right way now. But now it won't stay at the center, it keeps moving back a bit everytime i load it.
What are you loading scene or body ?
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Krewzur
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Post by Krewzur »

killerog wrote:
amurph0 wrote:
killerog wrote:You probly need to reset the xform. Its located in the same menu as dbox is.
sweet, it's facing the right way now. But now it won't stay at the center, it keeps moving back a bit everytime i load it.
What are you loading scene or body ?
Body. it doesn't matter anyway, it works fine.
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killerog
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Post by killerog »

Going to say, as long as you reset the xform correctly it should of worked.
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Krewzur
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Post by Krewzur »

I've just discovered that it's the export of DBOX that meses up the animations on the ships, is there any way of exporting them without ruining the animations?

I've only got 4 ships left now.
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killerog
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Post by killerog »

You can select to export animations in the export settings. (tick box)
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Krewzur
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Post by Krewzur »

it is ticked, it's still making the animations wonky.
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killerog
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Post by killerog »

Do not tick export animations and import animations. See if that works. if not then its could be an error/change between exporting in x3/x2 style in dbox.
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Krewzur
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Post by Krewzur »

Doesn't work.

When i uncheck "import animations" it literally does not import animations.

When i uncheck "export animations" i get an error.

I guess it's just a problem of how DBOX exports the animations.
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StormMagi
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Post by StormMagi »

It sounds like you are almost done amurph0! I am eagerly anticipating your results.
killerog
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Post by killerog »

By the sounds of it is dose sound like a dbox problem. Probably x2 and x3 use 2 different ways of exporting/importing animations but as i never did any work for x2 i wouldn't know the difference.
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Walterses
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Post by Walterses »

hey hey hey, please give all the m7 size ships at least 1 docking site lol just one :p so i can land on my ship XD thank you!!!!!!

mitch......
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
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Krewzur
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Post by Krewzur »

Walterses wrote:hey hey hey, please give all the m7 size ships at least 1 docking site lol just one :p so i can land on my ship XD thank you!!!!!!

mitch......

:lol: All M7's have docking slots already, in fact the python has the least with just 1 Fighter/TS/M6 docking slot. The Pheonix for example has 6 (i think).

Also all the M6's have external docking slots, like they did originally. And just like in X2 those M6 slots can only dock M5's :D
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Walterses
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Post by Walterses »

wait so you edited the current m7s so they all have docks? cause most of the destroyers and frigates currently in tc dont have docks at all which to me is just stupid lol... doesnt logically make sense what so ever *scratches head*
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
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Krewzur
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Post by Krewzur »

Walterses wrote:wait so you edited the current m7s so they all have docks? cause most of the destroyers and frigates currently in tc dont have docks at all which to me is just stupid lol... doesnt logically make sense what so ever *scratches head*
no, i just changed the x2 ships. If you want external slots on M7 class ships then why aren't you using the Hanger Mod?
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Walterses
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Post by Walterses »

there are 2 hat i know of and apparently neither are complete... ive thought about using it (have dl'd coffee adicts one) but if its as buggy as i told i dont know what it will do to my game lol
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
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Krewzur
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Post by Krewzur »

i use it all the time, it's grand.

The only problem is wat it looks like while it's docking, when the ship is actually docked it looks fine.

Theres no other problems besides that.
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Walterses
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Post by Walterses »

hmm ok if you say so, when my gaming pc is err running agan ill give it a whirl and see how it goes... i wish there was a way i could combine all the scripts/mods i was using into one actuall mod so that nothing was interfering with each other... :s
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s
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Krewzur
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Post by Krewzur »

how do i add my ships to the jobs file.

I've been fiddling around with it for a while now with no results.

Also i added a new entry into 0001.xml: i added 10025 which i wrote as "Mk.1". This allows me to select Mk.1 as a variation in TShips.

Does the fact that i use a custom variation have any effect on the jobs file using the ship?

I just want to add some X2 ships to each of the races patrols.
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KELMAR
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Post by KELMAR »

http://www.x3dmod.com/forum/viewtopic.php?f=14&t=306

i fooled around in x3r trying to get npcs to spawn in ships that were modded in, but unless i specifically told it which ship to spawn, i never did get it to.
That was my health bar?

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