Weird, I could have sworn I used to be able to see the destination from the property menu, just like when a ship has a docking command:
Thanks though.
Search found 68 matches
- Tue, 20. Sep 16, 15:19
- Forum: X Trilogy Universe
- Topic: [X3R] Mk3 traders are not showing a destination
- Replies: 3
- Views: 2663
- Mon, 19. Sep 16, 19:41
- Forum: X Trilogy Universe
- Topic: [X3R] Mk3 traders are not showing a destination
- Replies: 3
- Views: 2663
[X3R] Mk3 traders are not showing a destination
Hi all :) I pulled Reunion of the shelf the other week. I decided to buy it through steam, I'm not running any mods other than the bonus package. I'm having trouble with my Mk3 software, the location entry of the property screen is incorrect. It does not show any destination, I've taken a picture fo...
- Wed, 14. Nov 12, 23:06
- Forum: X³: Reunion - Scripts and Modding
- Topic: Array Alloc: size ...
- Replies: 2
- Views: 616
Hmm, think I understand. I guess "null" is a "data type" just as much as a Number or String, not a null pointer. Thus changes made in one array are visible in all other arrays referencing the same data. So one would need to clone an array if the original's contents must not be touched (otherwise, an...
- Wed, 14. Nov 12, 21:17
- Forum: X³: Reunion - Scripts and Modding
- Topic: Array Alloc: size ...
- Replies: 2
- Views: 616
Array Alloc: size ...
What are the benefits of allocating space for an array? If a script returns an array with a known size, should I allocate (thus declare) the array before the script call? What if that script allocates the space for the array that it will return?
Thanks.
Thanks.
- Sat, 10. Nov 12, 17:59
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: General Scipt Editor Question (compare to Reunion)
- Replies: 2
- Views: 328
- Sat, 10. Nov 12, 16:42
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: General Scipt Editor Question (compare to Reunion)
- Replies: 2
- Views: 328
General Scipt Editor Question (compare to Reunion)
Thought I would start a game of Reunion up again, this time using scripts as much as possible. I'm finding a few things "tedious" about the script editor, and wonder if the editor in Albion Prelude is more "robust". The main question I have is if one can simply type into the editor rather than use t...
- Tue, 2. Aug 11, 14:48
- Forum: X³: Reunion - Scripts and Modding
- Topic: Stopping a While [TRUE]
- Replies: 2
- Views: 503
if your not checking the return value in the parent script then it wont matter what you return, as it will simply be ignored. The return is False for a loop that is checking for True in the While. This won't work? best you can do it kill the script. This is where it gets tricky. Let me say that thi...
- Tue, 2. Aug 11, 02:38
- Forum: X³: Reunion - Scripts and Modding
- Topic: Stopping a While [TRUE]
- Replies: 2
- Views: 503
Stopping a While [TRUE]
I have a script that runs in "While=[TRUE]" form, and I want it to stop. The issue is that there are a lot of ships running it already, so I can't just script it to stop (appears to be a global script, can't just give the ships "none" command). During the loop, the script calls another script. If I ...
- Sun, 24. Jul 11, 16:20
- Forum: X Trilogy Universe
- Topic: X-Rebirth MMO
- Replies: 93
- Views: 10151
- Tue, 19. Jul 11, 14:55
- Forum: X³: Reunion - Scripts and Modding
- Topic: !Move.Jump Jumpdrive check editing/Change autojump on all ships in universe
- Replies: 14
- Views: 1545
Is there a streamlined way to say, make every ES script editable in SE. The !Move.Jump. script, which I believe is a pck already, is off limits to me. I have to open it with NSIS, and change some things around to get it editable in-game. My Disco Raider, with built in FCS 1&2, will automatically ini...
- Mon, 18. Jul 11, 22:25
- Forum: X³: Reunion - Scripts and Modding
- Topic: [QUESTION] Script Related
- Replies: 11
- Views: 892
- Mon, 18. Jul 11, 19:22
- Forum: X³: Reunion - Scripts and Modding
- Topic: The Elite Project - Ship Downloads
- Replies: 10
- Views: 1223
I hope this answers some of your questions :) Sure does, thanks. As for textures, I make them for terrain in Sim City 4. A major difference between these games is that the textures in SC4 have to be seamless. I use a program called Texture Maker for them. It is pretty powerful even with non-seamles...
- Mon, 18. Jul 11, 16:12
- Forum: X³: Reunion - Scripts and Modding
- Topic: The Elite Project - Ship Downloads
- Replies: 10
- Views: 1223
Okay, got it working. It's been years since I added a custom ship. Some issues off the bat, this hardly is an M4. You have 20x1mj shields, why not 4x5mj? Going 270 with 20mj of shields is pretty high. The Xenon M, which has 20mj shields, goes 180. Your freight bay is 80 M wares, making it smaller th...
- Mon, 18. Jul 11, 04:23
- Forum: X³: Reunion - Scripts and Modding
- Topic: The Elite Project - Ship Downloads
- Replies: 10
- Views: 1223
- Sat, 16. Jul 11, 19:23
- Forum: X³: Reunion - Scripts and Modding
- Topic: Newb to the game
- Replies: 2
- Views: 637
The biggest thing you can do is add XTM . It adds a whole lot to the game, probably doubling it. Other things can be found Here I am running Improved Khaak, Pirate Guild, Race Response Fleets, and Xenon Migration. I had some bugs with Yaki Armada, but I have the same bugs with Pirate Guild, so I mig...
- Sat, 16. Jul 11, 05:15
- Forum: X Trilogy Universe
- Topic: Factories: not profitable unless self sufficient?
- Replies: 34
- Views: 2304
Thanks, I'll have to give that a shot. Don't have the money yet, but eventually. Is 5 sectors a sort of 'soft cap' for how far NPC traders will reliably show up at your station when you're trying to supply a resource demand? I believe the jump radius only effects your ships, not the NPCs. I would s...
- Fri, 15. Jul 11, 14:27
- Forum: X Trilogy Universe
- Topic: X3R on a new rig, WOW and what the....
- Replies: 12
- Views: 896
Non multi-core games are basically unplayable on my computer (which is a dual core xp, nothing special). Anytime I have an issue I just remember to set the affinity to the "1" CPU, and games run like a charm. There are also potentially command line alterations you can do, as well as third party prog...
- Fri, 15. Jul 11, 14:21
- Forum: X Trilogy Universe
- Topic: Factories: not profitable unless self sufficient?
- Replies: 34
- Views: 2304
You can also use the online Complex Calculators (For Reunion , and for Terran Conflict ). These will show you gain/loss per hour. If you were to own a station, when you change the buying price of resources, you will see a number in brackets near the product change. This number is the cost per one un...
- Tue, 12. Jul 11, 21:29
- Forum: X³: Reunion - Scripts and Modding
- Topic: [QUESTION] Script Related
- Replies: 11
- Views: 892
Dang, I could really use that for formations. Moving on though. Flying around, forcing the position of a wingman to 5km in front of me; I think the trajectory script is bug free. The end goal is a "Target Nearest Enemy", but from a position 2km (or something good, haven't been in a dogfight yet) ahe...
- Tue, 12. Jul 11, 15:05
- Forum: X³: Reunion - Scripts and Modding
- Topic: [QUESTION] Script Related
- Replies: 11
- Views: 892
[THIS] set speed (insert number) Wait a second... really? Where is this command? I am working on a script that gets a position that is directly ahead of me. So I get the rotations and fixed sin/cos, but having some trouble after that, and I guess it is the way Reunion returns these values. My premi...