[MOD] X2 Ship Callback Mod V2 {V1.08} [4/6 3.1 compatible][Cockpit version added]

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

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killerog
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Post by killerog »

Thanks i did look at the Collosus right turret quickly and couldn't see anything wrong but i did only have a few mins to look at those bugs. I will check both turrets when i get back home.
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e1team
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Post by e1team »

Yea, and anyone else still has no shields on the Decom Shipyard, or is it just my bugged game?
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killerog
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Post by killerog »

I need to check that think i have an idea as to why that may be the case.
Do you still have Decom shipyards in argon prime ?

New version up. Check op for details.
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e1team
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Post by e1team »

Yea. I've just docked to the Decom Shipyard at AP. Think I can upgrade the version without undocking?
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killerog
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Post by killerog »

No idea could try.

Can you check if you have a shipyard in sector x1,y1 ((Kingdom end is x0,y0)cant remember the name) once you have updated? Also check to see if that one has shields.

When I get home I will remove the old stations (ones in core sectors) so only the new ones in border sectors are left in.
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paulwheeler
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Post by paulwheeler »

For the shipyard the shields need to be scripted in. I added shields to the director file I sent to Killerog a while ago.

All that needs to be done is these lines added to the director file and the shipyards will spawn with shields.
killerog
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Post by killerog »

I have changed the director file but i think the old shipyards will remain. So i will delete these (if i can) in the next version.
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e1team
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Post by e1team »

X1,Y1? shouldn't it be Power Circle? Anyhow, I checked the systems adjacent to Kingdom End (including Power Circle) and haven't found any new shipyards... May be I don't really know where to look? They happen sometimes way above the ecliptic.
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killerog
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Post by killerog »

Hmm don't worry just check the director folder and it still has the old file in there (.... :oops: ....) so that will be fixed at the weekend.

(Note to self get more sleep and eat some food before doing any mod work)
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paulwheeler
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Post by paulwheeler »

Just in case it helps - X3 won't run the director file again once it has been run once in a save game unless you change the name of the cue.

Easiest way to reinit the shipyards is to manually destroy them all and save, open the director file in notepad and change the <cue name="****"> to something else (also change the name in the cancel cue tag at the end), then reload the save. This should force the director script to run again and recreate the shipyard.
killerog
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Post by killerog »

Yep i changed the cue name in the correct file. I think i just forgot to place that file in the mods. Only thing i need to add to that file is the destroying of the old shipyards.
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Argonaught.
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Post by Argonaught. »

Argonaught. wrote:I found a small problem, I can't seem to sell any of the X2 ships as they don't show up in the shipyard trade menu (like the Pirate Ship TS bug).

Do I need to send them to their own race Decom shipyards to sell them?

Argo.
Just wanted to re ask in case it was overlooked:) .

sry for the bump.

Argo.
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killerog
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Post by killerog »

Sorry missed that. I have never heard of not being able to sell ships. Ill have to check that out on sat/sun. Anyone else having this problem ?
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Argonaught.
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Post by Argonaught. »

Opps...should tested first.

Just checked my game using cheat scripts to find abandoned X2 ships.

The problem is only with the spawned empty ships....when you buy them from a yard you can sell them anywhere but the abandoned ships that spawn can't be seen in shipyard menus.

Not a big problem, sry for the inconvenience.

hth

Argo
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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killerog
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Post by killerog »

Ok. I will still take a look at it.
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Argonaught.
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Post by Argonaught. »

I've found the problem with the spawned ships.

Having them set as invincible="1" makes them not show up in shipyards.

I tested it with two ships, one set to invincible="1" and the other to invincible="0".

The invincible="0" showed in shipyard menu.

HTH.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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killerog
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Post by killerog »

Thanks ill sort that. Think thats left over from a different code I made
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Argonaught.
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Post by Argonaught. »

Np, been messing around with the MD on and off, might see if I can create a random spawned enemy MK1 ship fleet to wander the galaxy.

They'll be a bit more enticing for the player to try capture as they'll have extra tunings/rudder etc.

Haven't got the hang of getting ships travel sectors yet though...still confused with the commands to do that.

I'm hoping I can create it successfully.

Argo.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

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e1team
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Post by e1team »

I think the new version cased a small problem.
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I found this "ships\killerog\box_scene" in the Colossus model properties.

OK. fixed...
Damn! Now it doesn't want to load :rant:
"I feel like that's not the way fantasy space travel works in the real fantasy universe."
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killerog
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Post by killerog »

Hmm, how the hell did that get in there. Thats a scene file from 1 yr ago when I was getting back into x3 moding.

I think when I wake up I will do a massive check on the mod files and fix all the annoying bugs that I have some how put into the last 2 versions.
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