Code help!

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Rubini
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Joined: Mon, 7. May 07, 05:17
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Code help!

Post by Rubini »

Hi mates,

After a lot of try&error and searchs without good results....
I need to know what each "MapMenu" parameter means - the line showed below was the best that I could find looking on X:R .xml files:

Code: Select all

<open_conversation_menu menu="MapMenu" param="[0, 0, 'sector', player.primaryship.sector, null, player.primaryship.zone]" />
Seems that it have 6 param and param3, param4 and param6 is more or less easy to understood. But what can be the param1, param2 and param5? (respectively 0,0 and null on the above example).

Thanks in any advice!
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YorrickVander
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Post by YorrickVander »

From map_menu.lua :

Code: Select all

-- section == gMain_map
-- param == { 0, 0, componenttype, component [, history] [, lastchild] [, mode, modeparam] }

-- modes: - "selectplayerobject", param: { returnsection, refcomponent, includeconstruction, disablezoom, , potentialsubordinate, disablestations, disablecapships, disablesmallships, canhavedrones, nosubordinate, noorder, haspilot, hascargocapacity, checkforbuildmodule, hasbuildingmodule, hascontrolentity, allowbuildingmodules }
--		  - "selectzone", param: { returnsection }
--		  - "selectobject", param: { returnsection }

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Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini »

YorrickVander wrote:From map_menu.lua :

Code: Select all

-- section == gMain_map
-- param == { 0, 0, componenttype, component [, history] [, lastchild] [, mode, modeparam] }

-- modes: - "selectplayerobject", param: { returnsection, refcomponent, includeconstruction, disablezoom, , potentialsubordinate, disablestations, disablecapships, disablesmallships, canhavedrones, nosubordinate, noorder, haspilot, hascargocapacity, checkforbuildmodule, hasbuildingmodule, hascontrolentity, allowbuildingmodules }
--		  - "selectzone", param: { returnsection }
--		  - "selectobject", param: { returnsection }

Thanks Yorrick!!

I had a hope that it could have a param to enable unknown objects to be showed too.
And some doubt will remain like the doubled zero first parameters and "history", the 5th param. I will experiment a bit more. :wink:
If you have news about it let me know!
UniTrader
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Post by UniTrader »

Rubini wrote: ... and "history", the 5th param. I will experiment a bit more. :wink:
If you have news about it let me know!
i would guess its a list of previously viewed Zones/Sectors/Clusters (usually empty) - the same as when you navigate backwards with [Esc] to your Origin ;)

btw: what you you want to show the unknown objects for?
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 ;)
Rubini
Posts: 452
Joined: Mon, 7. May 07, 05:17
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Post by Rubini »

UniTrader wrote: i would guess its a list of previously viewed Zones/Sectors/Clusters (usually empty) - the same as when you navigate backwards with [Esc] to your Origin ;)

btw: what you you want to show the unknown objects for?
Thanks Unitrader by the tip!
Now about your question: If you receive an Early Warning System message on Conquer mod you now can click on PDA and it will open the map on the event zone directly. Let´s say this example: "Warning, an enemy force is invading a distant zone". Ok, you will click on PDA and the map will be opened at that zone - but you will not see any enemy because that enemy ships aren´t yet known by you. I should like to find a solution for this behaviour.
Any idea? :?:

Edit: a possible workaround is to make all the ships generated by the mod already "known" by the player. Will test these things.

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