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by UniTrader
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.
by UniTrader
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,..
by UniTrader
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.
by UniTrader
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.
by UniTrader
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.
by UniTrader
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...
by UniTrader
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 ...
by UniTrader
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
by UniTrader
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 ...
by UniTrader
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
by UniTrader
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...
by UniTrader
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...
by UniTrader
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)
by UniTrader
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...
by UniTrader
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..
by UniTrader
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 ...
by UniTrader
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...
by UniTrader
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..
by UniTrader
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:

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"/>
by UniTrader
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.

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