(IDEA/WIP/Brainstorm) Plausible temp solution for ship and station naming

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ltdan81
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(IDEA/WIP/Brainstorm) Plausible temp solution for ship and station naming

Post by ltdan81 »

I keep building ships for a specific reason then end up sending the wrong one out on a trade run, or assigning the wrong one to the wrong station then have to go hunt for them. :(

I've been thinking of how to add a string to name ships, but my mind kept getting stuck on the idea that text entry doesn't appear to be possible anytime soon...

But, today I had idea, I don't know if I have the ability to do it yet, so if anyone can get to work...

While entering unique names ingame is not an option, how about using a prebuilt list (which can be edited outside of game in XML) and choosing a name for the ship with a menu similar to the assign new commander menu?

If that can be done, then let's think about how we're going to see it in game...

When the script looks into the language file to display the ship type, is it unique to that ship or is it just looking at ship class? There has to be something because if you look at the npc ships they have job titles assigned. i.e. "PMC Energy Trader"

Another Idea which may, or may not be easier to implement at the moment is to replace the ship class name with the captian or pilot's name. < this could help give the game a little more of interactive feel with the NPC's... mouse over a ship and instead of "PMC Energy Trader" you would see "Captian Obvious" or maybe even the senior office working on that ship so if there is a 5 star engineer working under a 3 star caption you would see "Engineer Joe Blow"

I hope this sparks some creativity, because managing more than a few ships is a real pain atm.

Edit: Confirmed that names can be added to ships in the save game file.
Research findings: Default names are called by the ship or station macro which refers to the "t" file. Since these names are named through this method, the string "name=" is not entered into the save file. By the function of the current scripts, it appears that any instance of "name=" supersedes the macro and will be displayed. (see pictures in post below of test results)
Last edited by ltdan81 on Sun, 8. Dec 13, 06:41, edited 2 times in total.
Tyrant597
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Post by Tyrant597 »

As I understand it, ship name calls refer to a single line in a T file, not really possible at this time. You can change the name of a type of ship, but only one name per type.
You don't talks about X:Rebirth...
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UniTrader
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Post by UniTrader »

Ship renaming is easily possible via savegame edit:

<component class="ship_l" macro="units_size_l_kit_bulk_01_macro" connection="space" owner="player" knownto="player" id="[0x123b6]" name="TESTHAHA">


currently researching other possibilities.
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 ;)
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TheRealBix
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Post by TheRealBix »

Maybe you should search in scripts creating named ships like "liberty freighter" or others
UniTrader
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Post by UniTrader »

problem is they are not created by scripts. that was my first attempt...
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 ;)
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TheRealBix
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Post by TheRealBix »

UniTrader wrote:problem is they are not created by scripts. that was my first attempt...
Interesting.. And how are they created so ?
balogt
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Post by balogt »

i used the english t/file and changed ren otani to the name i like to use..now at least my character is my name. you can alter names permo in that file...even ships :) grandit they would all be the same. i did change the stupid human names egosoft loves to use. replaced with regular names.
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ltdan81
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Post by ltdan81 »

UniTrader wrote:Ship renaming is easily possible via savegame edit:

<component class="ship_l" macro="units_size_l_kit_bulk_01_macro" connection="space" owner="player" knownto="player" id="[0x123b6]" name="TESTHAHA">


currently researching other possibilities.
Confirmed (see pics below of savegame xml and in game menu)... all I did was add [name="Yes you CAN!!"] to the save file.
I had to look around for a bit to find the ship I had actually changed though, LOL.

I am currently looking at one of the macro files for ships...

Code: Select all

      <identification name="{20101,11801}" basename="{20101,11803}" description="{20101,11802}" variation="{20106,3101}" />
^^This is where the name is originally called (yes it does go to the t file as Tyrant597 said), and since it's a default value it's not included in the savegame file. My test clearly shows that simply adding the value overrides the default without any other meddling...

From what I'm seeing, the ability to assign names is present and working without modifying the scripts. The next step is to figure out how to tell the game to add the "name=" value...

I think that the answer may be in the assign new commander command. It is already does the one thing we need, change a specific value for THAT ship...

Code: Select all

<commander type="manager"/>
So the idea is, choose the ship call the captian and tell him/her to rename the ship. With our current limitation the name would have to be pre-determined as I said earlier, but I think this is doable and can be also set up the same for managers to name stations!

http://i1313.photobucket.com/albums/t54 ... 985e2c.jpg
http://i1313.photobucket.com/albums/t54 ... c1d479.jpg

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