List of available event activities for mods to use

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

User avatar
MarcusInVR
Posts: 117
Joined: Fri, 15. Apr 22, 14:33

List of available event activities for mods to use

Post by MarcusInVR »

I have found a mod that uses this bit for triggering:

Code: Select all

<actions>
<do_if value="event.param2 == activity.scan_longrange">
[...]
Is there is of what can be used after "activity." ? For example I have seen activity.seta . I found a mod that I can adjust to my needs, but don't want it to fire every time I disable my long range scanner.

If anyone has a known list of these activities, much appreciated.
User avatar
euclid
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13483
Joined: Sun, 15. Feb 04, 20:12
x4

Re: List of available event activities for mods to use

Post by euclid »

There are only a few: scan, longrange_scan, seta, travel, none. If you don't want to trigger your script on every activity then add a check_value to the event condition or add a conversation (Betty) with a player choice.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
User avatar
MarcusInVR
Posts: 117
Joined: Fri, 15. Apr 22, 14:33

Re: List of available event activities for mods to use

Post by MarcusInVR »

Many thanks :)

Return to “X4: Foundations - Scripts and Modding”