Sector Mapping
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Sector Mapping
Can anyone please help a new modder. I am looking for a map of sectors. BUT. it has to say their coordinates. The only one I know is Cloudbase North West. It's location is x=0, y=2. If not is there a way to get a code set to operate in Cloudbase North West to be changed to operate in current sector.
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Sorry. I don't quite understand your question.
You want a sector map with coordinates? I don't know any. I use external Galaxy Editors that report the coordinates.
But it's pretty easy to get the coordinates: they start on the upper left with 0,0 (Kingdom End). Going to the right, the x-value increases. Thus, Rolk's Drift is 1,0. Going down, the y-value increases, thus Three Worls is 0,1 and Cloudbase NW is 0,2. The lower right corner sector is 19,14.

You want a sector map with coordinates? I don't know any. I use external Galaxy Editors that report the coordinates.
But it's pretty easy to get the coordinates: they start on the upper left with 0,0 (Kingdom End). Going to the right, the x-value increases. Thus, Rolk's Drift is 1,0. Going down, the y-value increases, thus Three Worls is 0,1 and Cloudbase NW is 0,2. The lower right corner sector is 19,14.
This sounds like you want to script something, don't you? And a famous script operating in Cloudbase NW is galaxy.Example.initplayership...If not is there a way to get a code set to operate in Cloudbase North West to be changed to operate in current sector.

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Code: Select all
But how do you get a script to run in each sector.
Code: Select all
001 $MaxSecX = get max sectors in x direction
002 $MaxSecY = get max sectors in y direction
003
004 $SecX = 0
005 while $SecX < $MaxSecX
006 $SecY = 0
007 while $SecY < $MaxSecY
008 $SelSec = get sector from universe index: x=$SecX, y=$SecY
009 if $SelSec
010 // do whatever you want to do in this sector
011 end
012 inc $SecY =
013 @ = wait 10 ms
014 end
015 inc $SecX =
016 @ = wait 10 ms
017 end
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Thank You for that. I look forward to sending you an email with this AI engine attached. Also do you have any suggestions of things I could possibly put in. If i got the time I was also going to Create an M0 Class range of ships for each race. Can you help me with the specs for these as i am a little confused as to what I give them.
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As you know how to script I think it is a good idea if you'd join our modding-team. Chris is our only scripter atm and our mod is based on lots of scripts...
If you are interested just register at our forums (-> sig) and post a short application here. (Just something simple as "hello, I saw you're working on a great piece of work and I think you could need a scripter to help you out")
Shadow
If you are interested just register at our forums (-> sig) and post a short application here. (Just something simple as "hello, I saw you're working on a great piece of work and I think you could need a scripter to help you out")
Shadow
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Well, what do you actually do? A massive AL plugin... But what does it do?Also do you have any suggestions of things I could possibly put in.
That pretty much depends on your liking, I'd sayIf i got the time I was also going to Create an M0 Class range of ships for each race. Can you help me with the specs for these as i am a little confused as to what I give them.

But be aware that X2 doesn't support a proper M0 class. The M0 class the X2Editor lists merely changes the icon of the ship in radar and map view. You need to use patch14 to define the ship. The M0 type in patch14 doesn't work as I had expected.
I defined M0 class ships as M1 in patch14 and as M0 in X2Editor. For the scripting engine, this ship is a M1, but it it displayed as a M0 ship...
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X2 Editor
I would love to help with your modding and would like you to know that I have scrapped any idea of a AI engine as it would take too long and i am am not experienced enough. However if you want me I would be glad to help with pandora mod. Though my ability's aren't good. i could learn to create ships though. I have installed the x2 editor but it is missing some files. is this even the program I need.
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I found scripting much easier than creating ships. You need some time to master the modelling program - and to get a model that is both good looking and has a decent polygon count. And texturing is even worse...
If you're really interested in helping, register at our homepage, introduce yourself and tell us what you want to do.
If you're really interested in helping, register at our homepage, introduce yourself and tell us what you want to do.