Jobs, JobWings, WareLists Decoded Updated Jan 21

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AalaarDB
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Jobs, JobWings, WareLists Decoded Updated Jan 21

Post by AalaarDB » Fri, 23. Dec 05, 10:04

Jobs Excel file
This file has the 1.3 jobs file in it, and more importantly, each column is labeled so you can easily mod or add.
1.3.01 beta did not change the jobs file, but did change the jobwings file.
wing 15 (khaak xenon home m1) has less fighters, and wings 36 - 38 are removed (unused)

I got some help from this thread. Although it looks like that list is complete I didn't get all my information there!

Of major great super news is that you can write job.* scripts and they will be loaded!!! They do not need to be signed or !ed.

There are 2 race sections. The first is the shiptype race - I think they will not spawn unless that race has ALL shiptypes flagged. Otherwise, regardless of the ower race, it will pick randomly from class (m5, TS) and race to yield Demeter, Barracuda, etc.

The second is the owner race of the ship. The ORDER of the races are different - as far as I can tell this is the way it should be.

I guessed on stuff like speed / steering extensions, and the ones nearby those.

When spawning a ship, it chooses randomly of the set flags. Thus you can set M3, M4, and M5 and it will be random.

Shopping Basket number is the index to warelists.txt. When the ship is created, this becomes the ship's ware array.
Group ID is for followers in jobwings.txt. When the ship is created, the IDs listed in the jobwings.txt reference back to the job ID in jobs.txt.
For example, the Argon One spawns with 2 M3s and 7 M5s. The 2 M3s are wingmen since their job script is wing.protect. The 7 M5s are on patrol, they are not wingmen. In turn the 2 M3s each get 1 M3 wingman, and the 7 M5s each get 2 M5 wingmen.

Idle rate is in ms, spawn rate is in seconds.
If Sector X and Y are -1, it will be random based on the flags before it, otherwise the ship will spawn in the sector at the given index.
Shield / Laser, Extensions, Agression, Morale, and other chances are in percentages.
Destroy OOS I think means that if the ship is somehow lured out of the sector, and it's not supposed to be oos, destroy the ship. It could mean something related to oos combat.

The Invert flag means invert the flags Is Owner Sector through Is Border Sector.

I have done some editing of this file to test it and see if the column labels really are correct. Even the things that I just said that sounded like facts could be wrong.
Last edited by AalaarDB on Sun, 22. Jan 06, 03:20, edited 9 times in total.

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Red Spot
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Post by Red Spot » Fri, 23. Dec 05, 10:38

very nice .. now JobWings ..?? .. :roll:
(simply havent touched any thing else than the max. number off ships cause I lacked the nowledge/time to figure it out ..)
(do like the 1.3 lines concerning the 'Yaki'.. sounds .. ehhmm .. promesing )


Edit;
2nd link is down aalaardb ..

G

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 23. Dec 05, 10:50

nifty, reminds me of early x2..

what's 'Inverse'?

edit:

It's pretty obvious that Wings refers to the Job IDs in TJobs; not exactly sure how it works.

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Red Spot
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Post by Red Spot » Fri, 23. Dec 05, 10:58

Sandalpocalypse wrote: It's pretty obvious that Wings refers to the Job IDs in TJobs; not exactly sure how it works.
that something I figured as well .. but also am not exactly sure how it works .. :roll:


G

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 23. Dec 05, 11:08

* bonks self on head

the GROUP ID column in jobs.pck

refers to an index number in jobwings.pck

durrrr

:lol:

just figured that out

there is obviously some subtlety in how it works, but it connects so well that i think that must be it

AalaarDB
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Post by AalaarDB » Fri, 23. Dec 05, 11:25

I'll look into JobsWings tomorrow.

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 23. Dec 05, 11:29

it'll take ya all of five minutes...

AalaarDB
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Post by AalaarDB » Fri, 23. Dec 05, 11:51

Might take longer, the JobWings.txt goes from 3 - 38, while the shopping basket goes above and below that, while yet the group id doesn't have all the numbers.
It may even reference 440001.xml

Inverse could possibly flip the sign of all flags?

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 23. Dec 05, 14:10

I checked the language files. Looking at those as a reference gives nonsense, and I don't think the shopping basket has anything to do with JobWings.

No particular reason all the entries in jobwings need to be used, and if you trace the numbers it makes a lot of sense.

All the non-index numbers in the JobWings file reference follower-ships in the Jobs file, and the ships with group IDs are ships that usually have followers. Additionally, using the group IDs as a guide to JobWings and then back to Jobs, Khaak and Xenon ships reference Enemy followers that are flagged to spawn Khaak and Xenon, while race ships reference followers flagged to spawn as race.

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Red Spot
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Post by Red Spot » Fri, 23. Dec 05, 14:45

just been looking in the jobwings file ..

noticed something I dont really like ..

thing is you have a leader .. this leader seems to only get 1 wingman ..
but this wingman gets 6 or 7 wingmen ..

havent checked if these wingmen might actually also get wingmen ..

imo not the best way to construct wings ...


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acrh2
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Post by acrh2 » Fri, 23. Dec 05, 16:33

How about stations? Will stations respawn? I lost so many npc stations it's not even funny.

Please please please please please check.
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Maulkye
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Not a rant

Post by Maulkye » Fri, 23. Dec 05, 16:57

This is not a rant or a flame or anything else derogatory, but I can't help but having the same thought over and over again here:

If Ego wants to support modders and scripters (which they obviously do), why don't they publish definitions for all this stuff instead of a few clever folks having to deduce it all the hard way?

Hehehe, the EULA probably has a clause that says: "Reverse Engineering Encouraged" :lol:

Anyway, maybe we can all get together and post a formal request for some documentation on the important modable files? It would certainly help me to produce better, cleaner work.

acrh2
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Post by acrh2 » Fri, 23. Dec 05, 17:21

Check out this info.
Going from before 1.3 to after, I lost 45 stations and gained 20.

Here's the screenshot:

Image

These are the number of stations in each sector. The top rows are before 1.3, and the bottom rows are after 1.3. I circled sectors with lost stations in red, and with gained stations in green.

This sucks, cause now I only have one place to buy AFLAKS, and not 3 how its supposed to be.
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AalaarDB
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Post by AalaarDB » Sat, 24. Dec 05, 00:18

AFAIK the stations respawning is probably hardcoded into X3.exe.

Stations are listed in the universe file along with their sector, position, rotation etc. What is in the universe file is exactly what you get when you start a game. Ships are listed in jobs, they do not have a sector, position, rotation, or anything hardcoded. Where, when, and how they spawn is random.

These are 2 very different methods of handling objects.

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Red Spot
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Re: Jobs, JobWings, WareLists Decoded

Post by Red Spot » Sat, 24. Dec 05, 01:46

to make jobwing file editing a bit easier I just listed all 'wingman' types in a row ..

line in jobs file/spawn number/class/own followers(entry in jobwings file)

Code: Select all

Friend
1001	1x	M3	6
1002	1x	M4	7
1003	1x	M3/M4	8
1004	1x	M3	25
1005	1x	M4	26
1006	1x	M3/M4	27
1007	3x	M3
1008	3x	M4
1009	3x	M5
1010	3x	M3
1011	3x	M4
1012	3x	M5
1013	1x	M4/M5	13
1014	2x	M5
1015	1x	M4/M5
1016	2x	M4/M5
1017	1x	M3

Foe
1101	1x	M3	17
1102	1x	M4	18
1103	1x	M3/M4	19
1104	3x	M3
1105	3x	M4
1106	3x	M5
1107	1x	M4
1108	1x	M5
1109	1x	M3
1110	2x	M4
1111	2x	M5
1112	1x	M3
1113	1x	M4
1114	1x	M5
1115	5x	M3/M4
1116	3x	M4/M5


Note;type 1112/1113/1114 are only used in the last 3 entrys off the jobwings file,
and these entrys are not used by the jobs file.

G

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