Search found 121 matches

by Firewrath
Thu, 27. Oct 11, 22:24
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

...probably shouldnt post twice in a row, but i found some info i thought id add in here, (And then i ran into a problem >.<) first, player owned ships do get a fight skill, its random between 1-26 (though prolly higher, but 26-27 was the highest i saw in my testing), and second the Player ship that...
by Firewrath
Thu, 27. Oct 11, 15:26
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3194406

...on that note, perhaps i should disable or reduce the player's ability to strafe as the ai cant... that would be controversial. if you do, please do it on Big Ships only, i like flying M4s/M3s personally, and to me, XRM seems to try to get you into flying bigger ships, so id like one little advan...
by Firewrath
Wed, 26. Oct 11, 01:16
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Yeah, this was a problem i was going to run into with kill tracking, i honestly figure id steal this bit of code from 'plugin.autotrade.local' 032 * load experience value 033 $experience = [THIS] -> get local variable: name='experience' 034 if not $experience 035 |$experience = 1 036 |[THIS] -> set ...
by Firewrath
Tue, 25. Oct 11, 07:06
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Ok, so i Had to try this out, so first, the awesome amazing scripts i used, ;) al.plugin.test.xml 001 global secondary signal map: add signal=SIGNAL_CHANGESECTOR race=Player class=Ship script='test.script' prio=120 name='Test' 002 return null test.script.xml 001 send incoming message 'Test' to playe...
by Firewrath
Tue, 25. Oct 11, 02:41
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

For when the player takes control you can use SIGNAL_CAPTURED (see NPC Bailing Addon). if you ment your NPC Bailing Addon , i extracted the .spk of it and JSON, but didnt find SIGNAL_CAPTURED used in either, O_o (only SIGNAL_ATTACKED and SIGNAL_SCANNED in the setup file,) For when a ship spawns you...
by Firewrath
Mon, 24. Oct 11, 13:43
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Looking for performance
Replies: 12
Views: 908

Well for me, a big help was taking off ship trails, even vanilla X3TC has them, and it lagged for me in large fights, ive a step-by-step post how to do so here: http://forum.egosoft.com/viewtopic.php?p=3700456#3700456 Jack08, the person that made the Python script in the instructions also posted bel...
by Firewrath
Mon, 24. Oct 11, 08:04
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Huh, well i guess im just used to two things of the same type/name over-writing each other, ^-^; Anyways. First i want to Thank you guys for all your help, i Should be able to get this now, ^-^ (even if the autotrade scripts confuse me with things like calling 'lib.ship.var.setpilotname' :P) i Think...
by Firewrath
Wed, 19. Oct 11, 21:03
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Yeah, for normal signal connections, though mine are going to be global secondary signals, Thanks though, ^-^ but it got me thinking like 'what if my secondary signal over-writes the secondary signal of another script?' like if two different scripts add a secondary 'signal_attacked' and i seen a cou...
by Firewrath
Wed, 19. Oct 11, 17:50
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Im pretty sure player ships get a fight skill, i guess i'll find out soon enough though, As for what i wanted to do, i thought about doing 3 separate scripts: 1. Track Player ships & NPCs Fight Skill & Kills 2. Track only the Player ships Fight Skill & Kills 3. Set the default Player ships fight ski...
by Firewrath
Wed, 19. Oct 11, 17:37
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3194406

For general missile ship role, you can use any old ship. Just increase the missile fire probability on your AI ships and they will fire missiles more often. Yeah, but the problem with that is that they fly into combat if they have weapons, but if i take the weapons off and tell them to attack, they...
by Firewrath
Tue, 18. Oct 11, 17:54
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Informative stuff. Awesome, Thanks for that. ^-^ also, from reading '!plugin.acp.fight.attack.object' and '!plugin.acp.fight.skill.std' which it links to, i take it that it sets the default fight skill of any ship to a random number? Only if the ship doesn't currently have any fight skill (i.e. is ...
by Firewrath
Tue, 18. Oct 11, 17:40
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3194406

well my thought was to take them out of the anti-'big ship' role and leave them into a more general missile ship role, i mean we have M8s and M7Ms that can be used for anti-'big ship' do the M3Bs have to fill that role too? and if they only fire a missile from each hard point (if i understand correc...
by Firewrath
Tue, 18. Oct 11, 14:12
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3194406

just a quick question, but what if you cut the M3B missile turrets down to 1-2? i know its probably not what you want to do but im more asking out of curiosity about if that would keep it balanced, while thinking about that, i was also wondering, what it you replaced the main turrets on TMs with 1-2...
by Firewrath
Tue, 18. Oct 11, 00:02
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

the only thing ive seen about pilots gaining levels in X3TC is where Gazz pointed at '!plugin.acp.fight.attack.object' but all i found in there was: 032 if not = random value from 0 to $combat.level - 1 033 |inc $combat.level = 034 |[THIS] -> set pilot fightskill to $combat.level is 'inc $combat.lev...
by Firewrath
Mon, 17. Oct 11, 23:43
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Leveling Pilots?
Replies: 32
Views: 1893

Hope you don't mind me saying, this feels like a case study in why an Egosoft hosted, well maintained, prominently linked documentation wiki is essential community and site infrastructure to support S&M development. (been saying that for years, often using Bethsoft's TES:CS/GECK wiki for an example...
by Firewrath
Mon, 17. Oct 11, 23:35
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Replies: 27627
Views: 3194406

- M3Bs now can only use the Tomahawk missile. Their cargo bays have been increased too for bigger stores of missiles. mebey its just me, but i dont think id like this change, i dont use missiles, yeah, they are useful and all, but i just dont like messing with them, but with the M3Bs using a bunch ...
by Firewrath
Mon, 17. Oct 11, 13:05
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Because i want the script to track kills, if the ship kills another ship, and the script fires twice, it would add 2 to the ships kill count instead of just 1, so i figured it would do the first update of the pilot name with its fight skill as part of the 'hire pilot' command and then refresh that e...
by Firewrath
Mon, 17. Oct 11, 11:16
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: [Discussion] Generic X3TC S&M questions III
Replies: 969
Views: 234041

Confusing Signals.

Ok. So i need some help with signals. I need a way to track when a player ship kills another ship. (As talked about in this thread: Leveling Pilots? .) First. So you know where im coming from, I practically know Nothing of scripting and find the tutorials rather ...backwards. As-in the X3TC tutorial...
by Firewrath
Mon, 17. Oct 11, 10:41
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Leveling Pilots?
Replies: 32
Views: 1893

True, ADS could take over for most of the 'Fleet Command' part of the TCFP, and for now all i plan on adding is pilots that increase in skill, so it should complement ADS rather well. Soon as i figure out this signal stuff i guess,... *Hrm* I'll go toss up a post in the General S&M thread and see wh...
by Firewrath
Sun, 16. Oct 11, 11:59
Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
Topic: Leveling Pilots?
Replies: 32
Views: 1893

well, first, SIGNAL_DOCKED? O_o how would that work? And also, ive been looking for information on signals for a bit now and im having trouble finding anything on them, nothing in the tutorial sticky (at least nothing that mentions 'signals' in the links) and the general S&M questions dont exactly g...

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