I have created a modified midar I want as a ship I start with as its unique. similar to the gamestart with a styvok but with this one. I am having trouble getting the ship to spawn off the start. here is what I have done thus far.
made the ship and the macro for it. tested with a build module add that works..hence I could build it and make sure its good to go. I don't want to be able to build it however, just start with it and if I loose it too bad for me.
all are added as a mod in extensions folder
added it to a library\wares list.
added it to the macro file.
using a similar set up like the gian star mod I added it to the gamestarts and md\setupgamestarts files.
still no spawn. I am guessing how I added it to the md\setupgamestarts files somehow is not registering. is there another file somewhere that I have to add the new ship to to be recognized? and in the setup file they name $buildership was used from the gian star mod I kept that but altered the units.size.l etc ship to match mine (including directorys). is that $buildership name important somewhow?
thx for any help anyone can offer
Balog
How to make a new ship spawn with you at new game start
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Best to post up the actual md file cue or we're guessing what you have in it
Also add "-skipintro -debug all -logfile debuglog.txt" to staem > X Rebirth > Properties > Launch Options then see the error spew in the documents > egosoft > xxxx > debug.log text file. This is usually much more descriptive for scripting errors than the ingame debug window.

X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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Hi balogt,
Best try to spawn it in your current game but you need the macro name, for example
If that works then it's easy to do the same for a new game start.
Hope that helps.
Cheers Euclid
Best try to spawn it in your current game but you need the macro name, for example
Code: Select all
<create_ship name="$Ship"
macro="macro.units_size_xl_transporter_1_macro"
zone="player.zone">
<owner exact="faction.player" overridenpc="true"/>
<pilot>
</pilot>
<defence>
</defence>
<engineer>
</engineer>
<safepos x="-450m" y="-100m" z="-5000m" />
</create_ship>
Hope that helps.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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do you really use . as part of the macro name? even if it works i would change it because . is a syntax element of XRs scripting language to seperate one element of the property Chain from the next - your macro name could turn out to be invalid in some circumstates..
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
