Creating NPC ships running custom commands/scripts

The place to discuss scripting and game modifications for X²: The Threat.

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

User avatar
moggy2
Posts: 5505
Joined: Wed, 6. Nov 02, 20:31
x3ap

Creating NPC ships running custom commands/scripts

Post by moggy2 »

Just gone back to look at a script I was working on pre 1.3

It used to start an NPC ship and run a custom script on it. Now when I test it the ship just runs it's default action! :evil:

Is there a way to get this working again?
User avatar
Kailric
Posts: 985
Joined: Sun, 7. Dec 03, 05:15
x3

Post by Kailric »

I think there is somekind of default timeout or interrupt or something..I haven't coded in any thing but 1.3. But I noticed that when in the normal game and you run a script on a another race, once the scripts is done, or sometimes before that it will break and start a default action.

Also the interrupt signals can mess with them too..as with the new attack AI if you don't have all the new scirpts inited, and you run the new combat script on a ship, it will revert back to the default scripts when you attack because the default interrupt script will call and that script calls the default combat script...thats what I know.
"Try not. Do or do not, there is no try."-Yoda

"[Its] time for the human race to enter the solar system"-Dan Quayle
User avatar
LV
Sith Lord
Posts: 8255
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by LV »

patience ;)


use either race 1-5 or unknown to get around this :)
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
User avatar
moggy2
Posts: 5505
Joined: Wed, 6. Nov 02, 20:31
x3ap

Post by moggy2 »

LV wrote:patience ;)


use either race 1-5 or unknown to get around this :)
Thankyou master



:o :shock:

Return to “X²: The Threat - Scripts and Modding”