[Index] Tutorials and Resources
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@Grax: Thank you for the advice. I'd thought of using TRUE/FALSE, but didn't since the instruction didn't specify Var/Boolean and because I'm used to them being static constants for 1 and 0 like in C. Of course, this isn't C and it isn't like there aren't typos in the script editor. I'll definitely try it. Checking the race for Pirate is a great idea. I hope there's a "set pirate under cover" and I just didn't see it; that would make experimenting much easier. I suspect there isn't much more to it than those two commands (as odd as that seems). I just succesfully completed an anti-smuggling mission using only the "scan potential pirate" command.
@Malakie: Beyond the MSCI Manual, there are the scripting links in the OP of this thread (be sure to follow the link to the X3R version of this thread and the link there for the X2 version. There's lots of help available there although some of the resources (like the famed Mark Laverty's Scripting Tutorials), are gone now .
Additionally, I found Cycrow's Scipting Help extraordinarily useful (on the left, choose "help" and then at the bottom of the center page, choose "Scripting Help") and the X3:TC instructions list in the MSCI Handbook is almost up-to-date now. Help on the individual instructions can be sparse, but it can be added to by anyone. So if you figure something out that might be useful to others, please feel free to add it.
@Malakie: Beyond the MSCI Manual, there are the scripting links in the OP of this thread (be sure to follow the link to the X3R version of this thread and the link there for the X2 version. There's lots of help available there although some of the resources (like the famed Mark Laverty's Scripting Tutorials), are gone now .
Additionally, I found Cycrow's Scipting Help extraordinarily useful (on the left, choose "help" and then at the bottom of the center page, choose "Scripting Help") and the X3:TC instructions list in the MSCI Handbook is almost up-to-date now. Help on the individual instructions can be sparse, but it can be added to by anyone. So if you figure something out that might be useful to others, please feel free to add it.
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clevider wrote:@Grax: Thank you for the advice. I'd thought of using TRUE/FALSE, but didn't since the instruction didn't specify Var/Boolean and because I'm used to them being static constants for 1 and 0 like in C. Of course, this isn't C and it isn't like there aren't typos in the script editor. I'll definitely try it. Checking the race for Pirate is a great idea. I hope there's a "set pirate under cover" and I just didn't see it; that would make experimenting much easier. I suspect there isn't much more to it than those two commands (as odd as that seems). I just succesfully completed an anti-smuggling mission using only the "scan potential pirate" command.
@Malakie: Beyond the MSCI Manual, there are the scripting links in the OP of this thread (be sure to follow the link to the X3R version of this thread and the link there for the X2 version. There's lots of help available there although some of the resources (like the famed Mark Laverty's Scripting Tutorials), are gone now .
Additionally, I found Cycrow's Scipting Help extraordinarily useful (on the left, choose "help" and then at the bottom of the center page, choose "Scripting Help") and the X3:TC instructions list in the MSCI Handbook is almost up-to-date now. Help on the individual instructions can be sparse, but it can be added to by anyone. So if you figure something out that might be useful to others, please feel free to add it.
I tried that link to Cycrows page but the help on the left only takes me to the script installer help file and information.... When I click help I only get a blank page with four links all tied to information on the installer tool.....
As for the Mark Laverty's Scripting Tutorials, perhaps someone reading this has them and could repost them again for us newb scripters?!?!
Take it light.....
Malakie
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Malakie
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the scanning routines are actually completly handled by scripts. The police job simply runs this script and does the routine.clevider wrote:@Grax: Thank you for the advice. I'd thought of using TRUE/FALSE, but didn't since the instruction didn't specify Var/Boolean and because I'm used to them being static constants for 1 and 0 like in C. Of course, this isn't C and it isn't like there aren't typos in the script editor. I'll definitely try it. Checking the race for Pirate is a great idea. I hope there's a "set pirate under cover" and I just didn't see it; that would make experimenting much easier. I suspect there isn't much more to it than those two commands (as odd as that seems). I just succesfully completed an anti-smuggling mission using only the "scan potential pirate" command.
so you can run this script on a ship to start up the scanning patrol.
as for the Var/Boolean. Alot of the old X3R commands use int instead of boolean, this is because boolean flag wasn't added until TC and most of the commands were not changed over
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script editor
I have done everything that you said but after it first opened it wont open again have I missed something.
I have got automatic missile supply which I hadnt loaded in, this is ok but I wanted to see the editor again what do I do.
Thanks
I have got automatic missile supply which I hadnt loaded in, this is ok but I wanted to see the editor again what do I do.
Thanks
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In order to do what?vannawodka wrote:So if i understand this correctly you have to decompress every pck file and rename it individually to .xml?
* Game does read .pck, if you just want to install scripts.
* Script Editor will read .pck (but save .xml), when you edit ingame. But remember to move foo.pck away, if you want the game to use the modified foo.xml.
Thus, you need to decompress only if you want to read the scripts out of game.
Goner Pancake Protector X
Insanity included at no extra charge.
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Insanity included at no extra charge.
There is no Box. I am the sand.
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I'm hoping this is the right thread; I'm wanting to attempt to create a ship, and add it to my game of TC? How would I go about that?.. Furthermore, is it possible to make a new ship class, based on a model that exists in the game already?
I'd appreciate any help that could put me in the right direction,
thankyou,
Momo~
I'd appreciate any help that could put me in the right direction,
thankyou,
Momo~
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Adding a new ship is easy enough (with several steps).
1. Make the ship (or copy an existing one).
2. Edit Tships, add a new entry to the END of the file. Adding it anywhere else will cause a CTD on load, or other unwanted affects.
3. Add the edited Tships and ship body/scene files to a cat.
As far as a new class, you're limited to what's in the game, as they are hardcoded. There are several to choose from though.
M0/1/2/3/4/5/6/7/8, TM, TL, TS, TP, GO (if memory serves).
1. Make the ship (or copy an existing one).
2. Edit Tships, add a new entry to the END of the file. Adding it anywhere else will cause a CTD on load, or other unwanted affects.
3. Add the edited Tships and ship body/scene files to a cat.
As far as a new class, you're limited to what's in the game, as they are hardcoded. There are several to choose from though.
M0/1/2/3/4/5/6/7/8, TM, TL, TS, TP, GO (if memory serves).
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Speaking of which, the main categories (General, Fly, General Object, etc.) are all complete as far as listing the commands, but for some reason I can't modify their parent page to include the last category, "Other." If someone can help out with that, I can finish listing and sorting the current commands and deleting the obsolete ones.Cycrow wrote:Xai Corp has a list of commands which is getting updated, so you can use that
Writing command descriptions will have to be done by someone more knowledgeable of them than I, but at least the basic grunt work would be done.
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Hi,B_O_L_T wrote:You need to bind a key to open the script editor, I am sure it used to be bound to s but that may be what I set it to. The option to select mods is not inside the game itself but through the launcher, 4th option from the top "select mod package".
my problem is that i can`t select "select mod package" at game launch, so i can`t use my downloaded scripts.
I have renamed pilot name "Thereshallbewings" ingame and located SE in controlpanel.
What can be wrong?
fossis
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that option is only available if you have a mod. Just scripts on there own do not require this.fossis wrote:Hi,B_O_L_T wrote:You need to bind a key to open the script editor, I am sure it used to be bound to s but that may be what I set it to. The option to select mods is not inside the game itself but through the launcher, 4th option from the top "select mod package".
my problem is that i can`t select "select mod package" at game launch, so i can`t use my downloaded scripts.
I have renamed pilot name "Thereshallbewings" ingame and located SE in controlpanel.
What can be wrong?
fossis
have you made sure u've saved and reloaded after enabling the SE so the scripts can auto launch
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