Search found 13420 matches
- Tue, 12. Mar 19, 15:53
- Forum: X4: Foundations - Scripts und Modding
- Topic: Mods rein und wieder raus
- Replies: 7
- Views: 2928
Re: Mods rein und wieder raus
die Spielstände musst du selber trennen. Ausser jemand macht ne Mod dafür.
- Tue, 12. Mar 19, 12:51
- Forum: X4: Foundations
- Topic: Ich möchte meinen Schiffen den Befehl geben zu landen. Hilfe
- Replies: 4
- Views: 1044
Re: Ich möchte meinen Schiffen den Befehl geben zu landen. Hilfe
man konnte mehrere Schiffe wählen um ihnen denselben Befehl zu geben. ich glaube es war Shift gedrückt halten und nen rahmen um die gewünschten Schiffe ziehen (oder Shift halten und einzelne Schiffe klicken um sie der Auswahl hinzuzufügen)
zumindest wenn ich mich Recht erinnere,..
zumindest wenn ich mich Recht erinnere,..
- Tue, 12. Mar 19, 12:40
- Forum: X4: Foundations - Scripts und Modding
- Topic: Mods rein und wieder raus
- Replies: 7
- Views: 2928
Re: Mods rein und wieder raus
Alle mods haben jeweils ihren eigenen Unterordner im Extensions Verzeichnis, ist also kein Problem zu managen. Zudem kannst du im Spiel mods aktivieren/deaktivieren ohne sie komplett zu entfernen.
- Mon, 11. Mar 19, 16:14
- Forum: X4: Foundations - Scripts and Modding
- Topic: [INFO/REQ] render menus on consoles
- Replies: 1
- Views: 409
Re: [INFO/REQ] render menus on consoles
basically the menu is a rectangular plane with a special material the game draws the menu onto. it can be applied to any surface (did that as experiment in my XR Logo Mod), but only the one bound to the player is probably interactable.
- Wed, 6. Mar 19, 21:57
- Forum: X4: Foundations - Scripts and Modding
- Topic: A mod to help with list display on/off choices, filters?
- Replies: 7
- Views: 668
Re: A mod to help with list display on/off choices, filters?
i just sneaked a filter/search bar into your Map. you find it on the Top right. Especially click the funnel icon, there is probably what you look for.
- Fri, 1. Mar 19, 12:31
- Forum: X4: Foundations - Scripts und Modding
- Topic: Registriernummer von Schiffen ändern?
- Replies: 8
- Views: 2769
Re: Registriernummer von Schiffen ändern?
Save edit habe ich dafür vor geraumer Zeit gemacht. Auf der Map und Besitztümer Liste hatte ich meine NCC-1701 aber auf der Hülle stand immer noch die originale ID. Die ID muss übrigens nicht wie zuvor angenommen einmalig sein. Das Spiel ordnet Schiffe über andere Werte zu, die nicht für den Spieler...
- Fri, 1. Mar 19, 09:54
- Forum: X4: Foundations - Scripts and Modding
- Topic: CAG, EST, CLS port/remake?
- Replies: 50
- Views: 5123
Re: CAG, EST, CLS port/remake?
ah, so you are referring to the Prices for the Player where the %s of commissions and rebates are included... For that you have to find the offer on the Station and get the price of the offer, because that's what the Player and all Trade ships see/look for. I don't know why .buyprice and .sellprice ...
- Thu, 28. Feb 19, 19:50
- Forum: X4: Foundations - Scripts and Modding
- Topic: official Egosoft X4 modding API docs?
- Replies: 13
- Views: 2258
Re: official Egosoft X4 modding API docs?
you forgot to mentoin the .xsd filed and the scriptproperties.html from the extracted game files
- Thu, 28. Feb 19, 19:47
- Forum: X4: Foundations - Scripts and Modding
- Topic: CAG, EST, CLS port/remake?
- Replies: 50
- Views: 5123
Re: CAG, EST, CLS port/remake?
regarding getting prices: $macro.ware.averageprice $ware.averageprice (alternatively .minprice and .maxprice also exist, and the .pricerange ) see scriptproperties.html ;) (best extract game completely, open said file in firefox and slowly type the first expression i posted here in the input box on ...
- Thu, 28. Feb 19, 12:24
- Forum: X4: Foundations - Scripts and Modding
- Topic: removing mass traffic mod?
- Replies: 25
- Views: 5993
Re: removing mass traffic mod?
I am pretty sure you can pause the game while in map mode (and still use the map) - just press the [break/pause] key
- Wed, 27. Feb 19, 22:26
- Forum: X4: Foundations - Scripts and Modding
- Topic: [Mod] Advanced Renaming (updated 2020-07-11)
- Replies: 71
- Views: 17256
Re: [Mod] Advanced Renaming (updated 2019-02-02)
Just Updated for 2.0 As usual Beta Versions (like the current 2.10) wont be supported cause these update too frequently for me. I also included some other small changes/fixes: => Fixed Script-defined Expressions API => Removed unneeded and outdated Lang files - when using German or French please del...
- Tue, 26. Feb 19, 11:45
- Forum: X4: Foundations - Scripts and Modding
- Topic: removing mass traffic mod?
- Replies: 25
- Views: 5993
Re: removing mass traffic mod?
it's less fake than traffic in GTA because the ships don't circle around randomly but they all have a destination where they want to go to, and they will use the shortest path on the network to get there. on further thought you can use the fake argument against any feature in any game and keep remov...
- Mon, 25. Feb 19, 23:43
- Forum: X4: Foundations - Scripts and Modding
- Topic: removing mass traffic mod?
- Replies: 25
- Views: 5993
Re: removing mass traffic mod?
if your computer is not struggling already the performance impact of masstraffic should be neglible though. all Ships there practically move on rails, and dont do any pathing themselves (except when they are forced out of their route by an attack)
- Mon, 25. Feb 19, 15:51
- Forum: X4: Foundations - Scripts and Modding
- Topic: CAG, EST, CLS port/remake?
- Replies: 50
- Views: 5123
Re: CAG, EST, CLS port/remake?
just a hint: your event will probably fail when you change the ship because the event object is on!y set up once (when the event is set up/starts listening), but you send the signal to the current player ship rather than the one which used to be it. Either use a better suited event object like the p...
- Mon, 25. Feb 19, 06:06
- Forum: X4: Foundations - Scripts und Modding
- Topic: voice attack und 03.dat entpacken
- Replies: 26
- Views: 5327
Re: voice attack und 03.dat entpacken
warum alles manuell durch hören bzw. umbenennen? die Texte sind doch alle in der t/0001-L049.xml und damit kann man was per script machen..
- Sun, 24. Feb 19, 18:54
- Forum: X4: Foundations - Scripts and Modding
- Topic: removing mass traffic mod?
- Replies: 25
- Views: 5993
Re: removing mass traffic mod?
A Zone is a Space of roughly 100*100*100km size maximum (iirc), but effective size is reduced by nearby other zones possibly. There are pre-defined Zones in the Map, and a new one is created dynamically when an object leaves aforementoined boundary, centered around itself (if there is no other Zone ...
- Sun, 24. Feb 19, 07:47
- Forum: X4: Foundations - Scripts and Modding
- Topic: removing mass traffic mod?
- Replies: 25
- Views: 5993
Re: removing mass traffic mod?
i think i clarified it earlier that the Civil Ships on the Mass Traffic Network dont carry any Cargo (or would you fill your Car up with Crap daily to carry around stuff for your employer?), but the Cargo Drones can in addition to loading and unloading big ships also use the MTN to transfer Wares be...
- Sun, 24. Feb 19, 07:42
- Forum: X4: Foundations - Scripts und Modding
- Topic: @Egosoft: Tastenabfrage in Mods? Externe Log-Dateien? Bitte um konkrete Antwort.
- Replies: 3
- Views: 1259
Re: @Egosoft: Tastenabfrage in Mods? Externe Log-Dateien? Bitte um konkrete Antwort.
weapongroup 0-7 stehen zur verfügung. gibt auch den event, wenn man aus einer gruppe wieder raus kommt. bedenke dass die Gruppe 0 mit der Taste 1 belegt ist usw. - hat mich am anfang auch verwirrt..
- Sat, 23. Feb 19, 17:20
- Forum: X4: Foundations - Scripts und Modding
- Topic: @Egosoft: Tastenabfrage in Mods? Externe Log-Dateien? Bitte um konkrete Antwort.
- Replies: 3
- Views: 1259
Re: @Egosoft: Tastenabfrage in Mods? Externe Log-Dateien? Bitte um konkrete Antwort.
bezüglich externer log-dateien:
bezüglich Hotkeys kenne ich derzeit nur einen Workaround:
Code: Select all
<debug_to_file text="$debug" name="'Advanced Renaming.txt'" output="true" chance="$debug? *100"/>
bezüglich Hotkeys kenne ich derzeit nur einen Workaround:
Code: Select all
<event_player_activated_weapongroup weapongroup="1"/>
- Sat, 23. Feb 19, 17:17
- Forum: X4: Foundations - Scripts und Modding
- Topic: Timestamp -> Realzeit?
- Replies: 2
- Views: 946
Re: Timestamp -> Realzeit?
jep, die Grundeinheit der Zeit in X4 ist sekunden. Allerdings nicht in Realzeit sondern InGame-Zeit welche durch SinZA ich glaube bis zu 6x so schnell vergeht.