Hello,
i would like to remove all AI ships in a game. Is it an easy way to do it ?
Thanks a lot !
script question
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Moderator (Script&Mod)
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from the currently unreleased X Fleet Fest Mod:
libraries/jobs.xml:
<?xml version="1.0" encoding="utf-8"?>
<diff><replace sel="/jobs"><jobs/></replace></diff>
libraries/jobs.xml:
<?xml version="1.0" encoding="utf-8"?>
<diff><replace sel="/jobs"><jobs/></replace></diff>
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Posts: 4
- Joined: Mon, 12. Apr 10, 20:32
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
with that change no ships will spawn at the beginning of the game and existing ships should de-spawn over time 
if you want to have finer control over the jobs you can add a startactive="false" attribute to each of them and control when they should be activated via md-script (or possibly also ai-script, but these are not really suited for this purpose)
activating all jobs shortly after gamestart (or destroying all ships at this moment) will btw not really serve your purpose since at such a degree of underpopulation the jobs are prettty quick at spawning.. its a matter of about half an hour to an hour to reach regular population levels with that....
you need to activate more and more jobs over time to reach something like you want.. and probably need to split some of them for finer control how many ships exist

if you want to have finer control over the jobs you can add a startactive="false" attribute to each of them and control when they should be activated via md-script (or possibly also ai-script, but these are not really suited for this purpose)
activating all jobs shortly after gamestart (or destroying all ships at this moment) will btw not really serve your purpose since at such a degree of underpopulation the jobs are prettty quick at spawning.. its a matter of about half an hour to an hour to reach regular population levels with that....
you need to activate more and more jobs over time to reach something like you want.. and probably need to split some of them for finer control how many ships exist
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

-
- Posts: 4
- Joined: Mon, 12. Apr 10, 20:32