check TCockpits for turrets and their gunsapricotslice wrote:Where do I find the definitions for the actual gun slots ?
And what will fit into what turrent.

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check TCockpits for turrets and their gunsapricotslice wrote:Where do I find the definitions for the actual gun slots ?
And what will fit into what turrent.
As I said few times already: galaxy editor is not "oficially supported" i.e. I'm not going to update it unless some serious bug is found. GE code sucks and I'm too lazy.Seven05 wrote:Quick request if it would be possible to impliment;
I've noticed a LOT of duplicate items while merging the x3 universe 1.3 patch file, would it be possible for your galaxy editor to highlight any items it finds with exact matches for their coordinates?
Check How to make a mod with X3MMapricotslice wrote:After you change something, say a ship, how do you get those changes inside the game ?
Are you reffering to the vesion 0.0.4?apricotslice wrote:Can confirm that changing the speed or accelleration does crash the game.
That's the point. No one knows for sure what is correct and what is not. It's up to the users to find out.apricotslice wrote:The editor is good, but seems to allow you to anything at all, where it should really be telling you that you cant do certain things.
Turrets are tightly connected with ship scene files. You must have some basic knowledge of scene files to fully understand how turrets work. You can try reading "Modding documentation" wihch is part of DBOX2, or look at X2 S&M for posts made by EarthPilot which explain scenes.apricotslice wrote:Is there something that says what gun will go in what sort of turrent name ? And what turrents will go in what ship type ?
apricotslice wrote:I can't get the front guns, or the missile provisioning screens to work.
Err, no. I havent got a clue what I meant. Sorry to bother.doubleshadow wrote:apricotslice wrote:I can't get the front guns, or the missile provisioning screens to work.Can you explain that?
doubleshadow wrote:Maybe one day LV I'll remove the force block I have on my FTP thats blocks your imperial attempts at downloading the file.
Until then I will just laugh at you from my rebel HQ.
LV wrote:doubleshadow wrote:Maybe one day LV I'll remove the force block I have on my FTP thats blocks your imperial attempts at downloading the file.
Until then I will just laugh at you from my rebel HQ.
VERY unlikely. fxnetworks.org (where the downloads are) is damnded fine host (cheers to S.K.). The only problematic site is the http://wz.cz where my site is running (the html). Sometimes it is reported that it is inaccesible due to heavy load. It is a free hosting. You cannot expect miracles. Just try your luck either in the morning or late at night. I personally never had problems with it (with some exceptions).Khaakbuster wrote:The download site "doubleshadow.fxnetworks.org" is always down. Is there another source to get the editor from?
*What* thinks that *which* files do not existSkillers wrote:Err, I just installed the new version and now it thinks none of the files exists!?!?! I'm jut going to check the actual game now (I haven't deleted any, but if I've lost some my game won't like it!).
EDIT: Game works, any ideas?
But you can edit the jobs... Unformated? What do you mean? I think the info is outputed nicely... The only bug I've encoutered just now is that you cannot change the ship class (m1,m2, m3) - only the explicit ship id (ss_sh_a_ts). But as usually you can overcome this by using the misvalued Raw data view.Galaxy613 wrote:Kool, just updated.
DS, when are you gonna get Jobs file editing completed? We can only look at it so far and it's not even formatted even tho we know what most of the variables are...
Err, by formated I mean like how the tShips file is formated, with each of the values have a name and ones we don't know as unknown values. Using AalaardDB's excel file as a base.doubleshadow wrote:But you can edit the jobs... Unformated? What do you mean? I think the info is outputed nicely... The only bug I've encoutered just now is that you cannot change the ship class (m1,m2, m3) - only the explicit ship id (ss_sh_a_ts). But as usually you can overcome this by using the misvalued Raw data view.Galaxy613 wrote:Kool, just updated.
DS, when are you gonna get Jobs file editing completed? We can only look at it so far and it's not even formatted even tho we know what most of the variables are...
His file may not be fully tested, but it helped me get both of my Argon and Boron Civilian ships flying around the X3 universe without any scripts. His file is so amazing.doubleshadow wrote:Another thing is that I need some backup on the jobs in order to make the editor really usable. At the moment I'm relying on AalaardDB's excel file which was never fully tested.
I assume you are referring to the LOAD file option? Ie, TShips.pck doesn't exist despite of being displayed in the file list. I reported that already, but apparently nobody noticedSkillers wrote:Err, I just installed the new version and now it thinks none of the files exists!?!?!
use TCockpitsAshleyDodd wrote:How do u change the equipable weapons on turrets