[SCRIPT] Rename ships with Expression 3.4.1 (RSwE) X3:TC/AP Compatible [11/01/2015]

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Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Thu, 15. Mar 12, 15:33

jiunejai wrote:in my case, *HB will show as "your complex (Titan)".
Is there the way to take off "(Sector whatever)" in *HB?
BTW, I'm sure I have correctly install RSwE v2.6.
I think there is still some missunderstanding here,
so lets play some Q&A :)
1. what is the name of the homebase
2. did you rename the homebase with RSwE
3. if yes on the second question please tell me the exact Expression you used
4. what is the complete name of the ship assigned to this homebase
5. what is the exact Expression you used on that ship

please try to be as exact as possible.
jiunejai wrote:It's vanilla function within "Automatic Missile Resupply" task at ship/advanced/weapons.
Ah yes i found this function and also found a
script command to read it out, wouldnt be too hard
to implement this in the next version
jiunejai wrote:After all, how to update to 2.7?
cover all files directly?
well on the first post in this thread i have 6 download
links, 2 spk-installation and 4 for manual installation.
all files contain the same version, and are uploaded to
2 downloadmirrors, the first is 4shared.com and the
second is mediafire.com.
Which download mirror you choose is up to you they
contain the same files.
So there are 3 files which are of interest for installation:
RenameShipswithExpression-V2.7-14.03.2012.spk
RenameShipswithExpression-V2.7-14.03.2012.7z
RenameShipswithExpression-V2.7-14.03.2012.zip

the SPK-File needs Cycrows Plugin Manager(<-Link :))
on that topic you can also find a section howto
use that program.

the 7z and the Zip files are both archives which contain
2 folders ,"Scripts" and "T", and a readme file.
first you need to extract these 2 folders and the files they
contain to a location of your choice. then you need to find
X3 game folder.
this is for windows, if you use a mac or linux you need
to tell me.
Standard would be something like these:
for TC: C:\Program Files\Egosoft\X3 Terran Conflict
for AP: C:\Program Files\Egosoft\X3 Terran Conflict\addon
if you installed the game with steam the folder will be
for TC: C:\Program Files\Steam\SteamApps\common\x3 terran conflict
for AP: C:\Program Files\Steam\SteamApps\common\x3 terran conflict\addon

then quit the X game if it is still running.

in you game folder you will also find 2 folders with the names
"Scripts" and "T"
the first thing when updating i suggest to delete all files with "rswe"
in its name from the Scripts-folder in your game folder
then copy all files from the scripts-folder you extracted from the
archive into the Scripts-folder in your game-folder
the second thing is you need to copy the file from the T-Folder
which you extracted to the T-folder in your game folder,
if you had RSwE installed before and did not delete the file
from the T-Folder in your game-folder you will get a prompt,
if you wish to overwrite this file, click yes.

start the X game and load your save and should have the newest
version of RSwE installed.
also you can readout if the file you downloaded is uptodate:
example: RenameShipswithExpression-V2.7-14.03.2012.zip
this is the Zip-file of the version 2.7 and it was packed at the
14th March 2012.

well basicly you might allready know all that i just wrote.but you asked :)

Greetings Medevel

jiunejai
Posts: 56
Joined: Fri, 4. Mar 11, 08:47
x4

Post by jiunejai » Fri, 16. Mar 12, 11:00

version 2.7 quick feedback:
So far so good. :wink:

Appreciate for everything u done.

jiunejai
Posts: 56
Joined: Fri, 4. Mar 11, 08:47
x4

Post by jiunejai » Tue, 20. Mar 12, 14:05

A little problem within sort of *NN
In sort of name, it will display like 1, 2, 3......
Then if named by *NN over than 10 object, it will like 1, 10 ,1X,..., 2, 2X,..., 3...

It is a little ugly, so I wish can add a "0" before number within 1 to 9.
Let *NN will show:
01, 02, 03, 04, 05~09, 10, 11, ect

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Tue, 20. Mar 12, 14:53

jiunejai wrote:A little problem within sort of *NN
In sort of name, it will display like 1, 2, 3......
Then if named by *NN over than 10 object, it will like 1, 10 ,1X,..., 2, 2X,..., 3...
It is a little ugly, so I wish can add a "0" before number within 1 to 9.
Let *NN will show:
01, 02, 03, 04, 05~09, 10, 11, ect
No need for a change just use
*ZN : Incrementing number with leading zero
on all your ships instead of
*NN : Incrementing unique number

i think i put leading zeros up to ten thousand,
so 0001 - 9999, and i doubt this limit will be
reached anytime soon.
Also if you have 100 ships, you wont get
0001 - 100, you will get 001 - 100
btw while i checked this sothat i won't talk
crap and found a bug, which ocours at
1000 ships and up, so will get 001 - 999
correct and after that it will get bugged,
but it will be fixed in the next version.

Greetings Medevel

jiunejai
Posts: 56
Joined: Fri, 4. Mar 11, 08:47
x4

Post by jiunejai » Wed, 21. Mar 12, 11:18

Ohhh~
It's my fault ignoring *ZN.
Thanks

jiunejai
Posts: 56
Joined: Fri, 4. Mar 11, 08:47
x4

Post by jiunejai » Thu, 22. Mar 12, 06:58

Hi, Medevel,
Will *FI sort by class of ship?

BTW, can adjust *FI separately rename between different depth of formation?

t-master
Posts: 200
Joined: Fri, 21. Apr 06, 10:40
x3tc

Post by t-master » Fri, 13. Apr 12, 22:13

Every time I load my save I get this:
An Error occured. Please save and reload the new save!

I'm playing X3:AP with the lastest patch

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Fri, 13. Apr 12, 23:10

t-master wrote:Every time I load my save I get this:
An Error occured. Please save and reload the new save!
I'm playing X3:AP with the lastest patch
this happens if the hotkeys are not initiliazed correctly, why
in X3:AP the hotkeys are sometimes initialized incorrectly, i can only
guess.
But i can assure you, even if you recieve this message on every load,
this has only one effect, that the hotkeys are gone, every other function
of RSwE is untouched by this error.

Greetings Medevel

t-master
Posts: 200
Joined: Fri, 21. Apr 06, 10:40
x3tc

Post by t-master » Fri, 13. Apr 12, 23:17

Medevel wrote:
t-master wrote:Every time I load my save I get this:
An Error occured. Please save and reload the new save!
I'm playing X3:AP with the lastest patch
this happens if the hotkeys are not initiliazed correctly, why
in X3:AP the hotkeys are sometimes initialized incorrectly, i can only
guess.
But i can assure you, even if you recieve this message on every load,
this has only one effect, that the hotkeys are gone, every other function
of RSwE is untouched by this error.

Greetings Medevel
Good to know.
Is there any way to disable this message?
(And btw could this somehow be connected to 5 other messages I get that some hotkeys were removed/uninstalled?)

I also got another question:
I'm using the MK3 Optimized script and the Trade Rank of my sector traders isn't displayed in the name when I use *TH

Regards
Tobi

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Sat, 14. Apr 12, 10:59

t-master wrote: Good to know.
Is there any way to disable this message?
(And btw could this somehow be connected to 5 other messages I get that some hotkeys were removed/uninstalled?)
I also got another question:
I'm using the MK3 Optimized script and the Trade Rank of my sector traders isn't displayed in the name when I use *TH
Regards
Tobi
Yes you guess right this error is also related to other script/mods,
which regonized that the hotkeys they initialized, are not correct,
some are missing or they overright themself.
For example FCC uses about 22-26 hotkey in TC every thing works fine
but in AP every start are about 6-13 hotkeys missing, cause of this error.
You can disable this message if you know how to work with the script
editor.
In my setup script, almost at the end of the file you will find the
line, if you comment or delete this line,
(becarefull and only edit this one line), this message will begone.
To the MK3 Optimized script:
gnasirator rewrote the complete script with version 1.50, but i allready
fixed and tested this with version 1.60. But as i write this i saw that there
is allready a version 1.70 of gnasirators script, so this also have
to be tested, before i can release 2.8 of RSwE.
I am working on 2.8 which will fixed some problems, and plan to release
it soon.

Greetings Medevel

Rikaelus
Posts: 224
Joined: Tue, 29. Nov 05, 04:03
x3

Post by Rikaelus » Sun, 15. Apr 12, 07:08

Medevel wrote:
jiunejai wrote:A little problem within sort of *NN
In sort of name, it will display like 1, 2, 3......
Then if named by *NN over than 10 object, it will like 1, 10 ,1X,..., 2, 2X,..., 3...
It is a little ugly, so I wish can add a "0" before number within 1 to 9.
Let *NN will show:
01, 02, 03, 04, 05~09, 10, 11, ect
No need for a change just use
*ZN : Incrementing number with leading zero
on all your ships instead of
*NN : Incrementing unique number

i think i put leading zeros up to ten thousand,
so 0001 - 9999, and i doubt this limit will be
reached anytime soon.
Also if you have 100 ships, you wont get
0001 - 100, you will get 001 - 100
btw while i checked this sothat i won't talk
crap and found a bug, which ocours at
1000 ships and up, so will get 001 - 999
correct and after that it will get bugged,
but it will be fixed in the next version.

Greetings Medevel
And this answers the question I was about to ask.
I might suggest that you include "(where appropriate)" in the description of *ZN, since I was expecting it to do 01-06 on my 6-ship wing, but instead it did 1-6 and I thought it wasn't working right. =P

I didn't know it scaled with the total number until seeing your post here.

Edit:

One suggestion, too. To keep things clean in my ship listing, I use "ST" and "UT" to separate my sector traders (in training) from my universal traders.

Being able to include that automatically in the name--based on their orders--would help ease the transition from sector to universal when they finish their training and I flip the switch.

Not a big deal. It's not a hard renaming. But would be nice.

Edit 2:

If there's a way to distinguish ST from UT, it might be a nice option under the "Rename all ships in universe" option, too. "Sector Traders" and "Universal Traders". Renaming all TP/TSs doesn't quite work for me since I have them doing radically different duties also.

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Sun, 15. Apr 12, 08:19

Rikaelus wrote:And this answers the question I was about to ask.
I might suggest that you include "(where appropriate)" in the description of *ZN, since I was expecting it to do 01-06 on my 6-ship wing, but instead it did 1-6 and I thought it wasn't working right. =P
I didn't know it scaled with the total number until seeing your post here.
I can add that no problem :)
Rikaelus wrote:One suggestion, too. To keep things clean in my ship listing, I use "ST" and "UT" to separate my sector traders (in training) from my universal traders.
Being able to include that automatically in the name--based on their orders--would help ease the transition from sector to universal when they finish their training and I flip the switch.
There is allready a function like that,
"*TH : Trader Level", it has only one problem in current version 2.7,
it only works correctly with the vanilla universe/sector traders, if you
use a script that manipulates these traders, it can be that it won't show
it correctly.
So if not correctly tell me the scripts which make changes to the Traders,
and i might be able to adapt RSwE to work with that script.
as example gnasirators MK3 Optimizer was supported but i haven't
updated RSwE since his major rewrote, so it currently won't work
correctly but i allready fixed it in my next release.
Rikaelus wrote:If there's a way to distinguish ST from UT, it might be a nice option under the "Rename all ships in universe" option, too. "Sector Traders" and "Universal Traders". Renaming all TP/TSs doesn't quite work for me since I have them doing radically different duties also.
This won't be necessary. if you just like to change the
ST/UT flag, since *TH will get updated if you use *DN(Dynamic Naming).

Again to the discriptions of the Expressions, they are mostly keept tight,
since the textspace ingame is not unlimited, for example *TH supports
also most of Lucikes scripts like GAC or Prospector, i can make a
complete list what every Expression does, but it has grown alot in the
last year.

Greetings Medevel

Rikaelus
Posts: 224
Joined: Tue, 29. Nov 05, 04:03
x3

Post by Rikaelus » Sun, 15. Apr 12, 09:28

Medevel wrote:
Rikaelus wrote:One suggestion, too. To keep things clean in my ship listing, I use "ST" and "UT" to separate my sector traders (in training) from my universal traders.
Being able to include that automatically in the name--based on their orders--would help ease the transition from sector to universal when they finish their training and I flip the switch.
There is allready a function like that,
"*TH : Trader Level", it has only one problem in current version 2.7,
it only works correctly with the vanilla universe/sector traders, if you
use a script that manipulates these traders, it can be that it won't show
it correctly.
Trader level would be the 1-25 number, though, no? If so, it's not quite the same. That'd certainly be useful at a glance to know when my ST's are ready to become UT's, but I was looking for literal "ST" or "UT" which is based on orders and not level.
So if not correctly tell me the scripts which make changes to the Traders, and i might be able to adapt RSwE to work with that script.
as example gnasirators MK3 Optimizer was supported but i haven't
updated RSwE since his major rewrote, so it currently won't work
correctly but i allready fixed it in my next release
I'm just using vanilla MK3 right now, though I have been tempted to try out the MK3 Optimizer, so it's funny you should mention that. Don't go out of your way on my behalf, though. I'm pretty much satisfied just with vanilla.
If there's a way to distinguish ST from UT, it might be a nice option under the "Rename all ships in universe" option, too. "Sector Traders" and "Universal Traders". Renaming all TP/TSs doesn't quite work for me since I have them doing radically different duties also.
This won't be necessary. if you just like to change the
ST/UT flag, since *TH will get updated if you use *DN(Dynamic Naming).

Again to the discriptions of the Expressions, they are mostly keept tight,
since the textspace ingame is not unlimited, for example *TH supports
also most of Lucikes scripts like GAC or Prospector, i can make a
complete list what every Expression does, but it has grown alot in the
last year.
No, no. I mean in choosing what ships to apply the name changing to. After you select "Rename all ships in universe" in the menu, you get a list broken out by ship types. I was thinking "Sector Traders" and "Universal Traders" could be added to that. Maybe even other types of traders from scripts.

But again, no big deal.

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Sun, 15. Apr 12, 10:39

Rikaelus wrote:Trader level would be the 1-25 number, though, no? If so, it's not quite the same. That'd certainly be useful at a glance to know when my ST's are ready to become UT's, but I was looking for literal "ST" or "UT" which is based on orders and not level.
Well actually No! You are seeing the description AS IS, but due
development stages the Expression became more while the descriptions
stayed the same, for examples:
Sector Trader level 4 -> ST 4
Universe Trader level 21 -> UT 21
Lucikes Prospector level 3 -> PSC 3
Lucikes Commodity Logistics Software MK2 level 5 -> CLS2 5

like i said in my previous post, the description contain not everything the
Expression can do. most description are exact but a little Ttrial&error
never hurts.
But to your defend *TH is one of the most complex Expressions in RSwE:)
Rikaelus wrote:No, no. I mean in choosing what ships to apply the name changing to. After you select "Rename all ships in universe" in the menu, you get a list broken out by ship types. I was thinking "Sector Traders" and "Universal Traders" could be added to that. Maybe even other types of traders from scripts.
Yes i understood this,
but lets make an example why i see there is no need for that:
For this examples we use *DN(Dynamic Naming) to let RSwE updates
the names:

Lets say we have a few TS and these should be traders
first we rename them with RSwE - Sheme "*CL *TH *CU*DN"
so we will get something like this
TS 50 EC
so we see the TS has 50 Energy Cells loaded and these uses the
most space.
now we give one of them the command to start as Sector Trader
and short time later(when DN completed its cycle) the trader name
would be TS ST 1 50 EC
now we let him lvl a bit and take an other trader and let him mine some
ore with Lucikes Prospector, and it should have a name like
TS PSC 1 35 Ore
after some time our ST hase enough XP to be universe trader and so
we change his command and the name schould look like
TS UT 10 658 EC

in these short scenario we named the trades only ONCE at the beginning
and DN did the rest, without any more input from us, we only changed
the commands.

to rename just some o your ships you have several other options:
dock every ship to a station and use "Rename docked ships" and select
the station, or you can seperate them in a sector and use
"Rename all ships in sector", also some more fancy way would be
to let your ships join a Wing and use "Rename all ships in wing".

If you can give me an example, where you could not use other methods
to catch your ships, i can maybe see a point.

Greetings Medevel

Rikaelus
Posts: 224
Joined: Tue, 29. Nov 05, 04:03
x3

Post by Rikaelus » Sun, 15. Apr 12, 11:45

Medevel wrote:
Rikaelus wrote:No, no. I mean in choosing what ships to apply the name changing to. After you select "Rename all ships in universe" in the menu, you get a list broken out by ship types. I was thinking "Sector Traders" and "Universal Traders" could be added to that. Maybe even other types of traders from scripts.
Yes i understood this,
but lets make an example why i see there is no need for that:
For this examples we use *DN(Dynamic Naming) to let RSwE updates
the names:

Lets say we have a few TS and these should be traders
first we rename them with RSwE - Sheme "*CL *TH *CU*DN"
so we will get something like this
TS 50 EC
so we see the TS has 50 Energy Cells loaded and these uses the
most space.
now we give one of them the command to start as Sector Trader
and short time later(when DN completed its cycle) the trader name
would be TS ST 1 50 EC
now we let him lvl a bit and take an other trader and let him mine some
ore with Lucikes Prospector, and it should have a name like
TS PSC 1 35 Ore
after some time our ST hase enough XP to be universe trader and so
we change his command and the name schould look like
TS UT 10 658 EC

in these short scenario we named the trades only ONCE at the beginning
and DN did the rest, without any more input from us, we only changed
the commands.

to rename just some o your ships you have several other options:
dock every ship to a station and use "Rename docked ships" and select
the station, or you can seperate them in a sector and use
"Rename all ships in sector", also some more fancy way would be
to let your ships join a Wing and use "Rename all ships in wing".

If you can give me an example, where you could not use other methods
to catch your ships, i can maybe see a point.

Greetings Medevel
That assumes I want all TS/TP ships to go by the same convention, though. My STs and UTs are pretty similar, but I have other specialized freighters that I name differently--often more specifically.

For instance, my UTs/STs today:
F ST AMSFXL-01 (Freighter, Sector Trader, Argon Mercury Super Freighter XL)
F ST AMSFXL-02
F UT AMSFXL-01
F UT AMSFXL-02
...
These I can name with an expression easily enough.

Then I have my station freighters:
F CS Elena's Oreworks (Freighter, Commodities Seller for Elena's Oreworks)
F CB Elena's Oreworks (Freighter, Commodities Buyer for Elena's Oreworks)
F DS The Phoenix Nest (Freighter, Dock Supplier, The Phoenix Nest)

And my personal:
P Phoenix Cruiselines (Personal ship, just an arbitrary name)
P Special Projects

So it'd just be a handy thing to be able to assign an expression to all STs/UTs--since those are common, major roles--and leave my other freighters for manual naming.

If I could put all my UTs in one wing and my STs in another, then it'd work to have an expression per wing, but it seems like you can't issue individual commands to ships in wings. Which makes sense. I just wish they had added another way of arbitrarily grouping ships without mechanic changes attached.

t-master
Posts: 200
Joined: Fri, 21. Apr 06, 10:40
x3tc

Post by t-master » Sun, 15. Apr 12, 19:33

Does/Will your script also support lucike's commercial agent for the *TH expression?
And I just saw the *DN expression, does this mean if I store an expression like "*TN - *SC" in the clipboard and just load it with *Y01 for some of my ships, do I need to put the *DN expression somewhere there or for what is it exactly?

Rikaelus
Posts: 224
Joined: Tue, 29. Nov 05, 04:03
x3

Post by Rikaelus » Mon, 16. Apr 12, 08:08

Throwing out another suggestion:
Wing colors.

To optimize my property list, I don't show "additional information", so there's no way for me to see wing assignments at a glance. For my fighter wings, I've begun including it in the ships name.

For instance:
TF01 HC01 Colossus F01 Eclipse (Gold)
TF01 HC01 Colossus F02 Eclipse (Gold)
TF01 HC01 Colossus F03 Eclipse (Gold)
TF01 HC01 Colossus F04 Eclipse (Gold)

TF01: Tast Force 1
HC01: Heavy Carrier 1 (a Colussus)
F04: Fighter 4 (an Eclipse)
Gold wing

Expression: *HB F*ZN *TN (*KYGold*KX)

There are two (or three) things that people might find handy:
- A code to provide the name of the wing dynamically, ie. "Gold"
- A code to set text color of the wing dynamically

Example: *HB F*ZN *TN (*WIC*WIN*KX)

- Or maybe a code that places the wing name in the color directly

Example: *HB F*ZN *TN (*WI)

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Mon, 16. Apr 12, 18:06

Hey Guys,
here the newest version of RSwE
changes in v.2.8
  • fixed MK3 Optimization Reloaded compatibility for version 1.5.0 and up
    MK3 Optimization Reloaded was rewritten in 1.5.0
  • added *MR
    Shows the Resupply Info for Missiles
  • added *AR
    Shows the Resupply Info for Ammunition
  • added 2 options for Display Style of *AR and *MR
    if Seperated is selected every Missile/Ammo are displayed seperated
    if Summary is selected all Missiles/Ammos are summarized
  • added a prompt to the "Add the Name or Expressions from another ship"
    which asks what you like to add the Name or the Expression
    if no Expressions are avaible it will add the name without prompt
    if the name contains color codes they will be replaced by color Expressions
    to avoid menu errors
  • fixed numbers bug with leading zeros at count above 1000 ship
  • fixed Wing Formation IDs
    strangly every ship in a wing got a different ID
    it was due a condition which was processed wrong
    so if you have this behavior i suggest you reset the formation ID's
    after updating to 2.8
  • added an option to Seperate Formation Index per Depth
    this option will reset the formation index with each formation Depth
    so you get β01-09 γ01-13 instead of β01-09 γ10 - 23
    This Option is Off by Default
  • changed *FO to use the nonary greek letter system
  • Fixed Wing Formation ID and Depth
  • Added a new "class" to universe and sector class selection -> "Script Related Ships"
    this will give you a list to rename ships which have a certain scripts running like
    Sector or Universe Trader
    currently Supported:
    All MK3 Traders (ST/LT/UT)
    Lucike's Commercial Agent (CAG)
    Lucike's Commodity Software MK1 & MK2 (CLS1/CLS2)
    Lucike's Economy and Supply Trader (EST)
    Lucike's Prospector (PSC)
  • added *DS
    Adds Amount and Classes of the docked Ships belonging to the player
  • Added an option to Disable Error Warnings
As always have fun and report any bugs you find :)
t-master wrote:Does/Will your script also support lucike's commercial agent for the *TH expression?
And I just saw the *DN expression, does this mean if I store an expression like "*TN - *SC" in the clipboard and just load it with
*Y01 for some of my ships, do I need to put the *DN expression somewhere there or for what is it exactly?
Yes, Lucikes Commercial Agent is Supported since 1.7g,
the last version before i moved to my own thread.

*DN and Clipboard are two different things for example
if you rename your ship with "*TN - *SC" and to have RSwE
update the Ship name every cycle add "*DN" to the sheme
"*TN - *SC*DN"
it does not matter if *DN is at the beginning or at the end,
just put it in when renaming the ship, and it gets updated
every 60 seconds per Default.
to clear *DN from a ship just rename the ship with "*DN"
without quotationmarks.

Clipboards on the other hand can store phrases you
use more commonly for example
put "*KR*CL *KW*TN" in clipboard 1
and you can access it when renaming via "*Y01"
which is shorter :)
if you change the clipboard after renaming a ship
the changes will also be translated to the ship.
and you can store everything in clipboards Expressions,
text and numbers
Rikaelus wrote:Throwing out another suggestion:
Wing colors.
To optimize my property list, I don't show "additional information", so there's no way for me to see wing assignments at a glance. For my fighter wings, I've begun including it in the ships name.
For instance:
TF01 HC01 Colossus F01 Eclipse (Gold)
TF01 HC01 Colossus F02 Eclipse (Gold)
TF01 HC01 Colossus F03 Eclipse (Gold)
TF01 HC01 Colossus F04 Eclipse (Gold)
TF01: Tast Force 1
HC01: Heavy Carrier 1 (a Colussus)
F04: Fighter 4 (an Eclipse)
Gold wing
Expression: *HB F*ZN *TN (*KYGold*KX)
There are two (or three) things that people might find handy:
- A code to provide the name of the wing dynamically, ie. "Gold"
- A code to set text color of the wing dynamically
Example: *HB F*ZN *TN (*WIC*WIN*KX)
- Or maybe a code that places the wing name in the color directly
Example: *HB F*ZN *TN (*WI)
the Wing name won't be much of a problem,
the wing colors hmm..
first there is a color code for gray/silver text so it would
be possible to add it, but i didn't implemented the
color, because it might not get used at all.
and i saw some mods/scripts which adds custom wings
these have no real color, just plain gray.
it may be worth a shot let me see what i can do :)

Greetings Medevel

Rikaelus
Posts: 224
Joined: Tue, 29. Nov 05, 04:03
x3

Post by Rikaelus » Mon, 16. Apr 12, 23:22

Medevel wrote:[*]Added a new "class" to universe and sector class selection -> "Script Related Ships"
this will give you a list to rename ships which have a certain scripts running like
Sector or Universe Trader
currently Supported:
All MK3 Traders (ST/LT/UT)
Lucike's Commercial Agent (CAG)
Lucike's Commodity Software MK1 & MK2 (CLS1/CLS2)
Lucike's Economy and Supply Trader (EST)
Lucike's Prospector (PSC)
Sweet. Have it downloaded already and will try it out in a while.

The only remaining (minor) downside--which I'm hesitant to even mention--is how the type of trader is portrayed: "ST 4"

My ships, when ordered by name, won't show up quite the same way, ala:
F ST AMSFXL-01
F ST AMSFXL-02
F UT AMSFXL-01
F UT AMSFXL-02

The level proceeding the UT/ST will make that number dictate the order instad of my -01, -02, etc. Alternatively I could move the ST/UT to the end of the name, but then my STs and UTs will be intermingled in the list.

Order might be a little weird, too, since "ST 11" would actually show up in the list before "ST 4".

I'll just get use to having them intermingled.

P.S. Never mind. I see that you can set the expressions for UTs and STs separately. No issue!

P.P.S. Meh. Never mind that never mind. Dynamic naming gets applied differently than I originally thought. So if a ship changes from a ST to a UT, it'd still have the expression applied to it when it was an ST. Didn't realize the expressions saved with the ship like that.
Medevel wrote:the Wing name won't be much of a problem,
the wing colors hmm..
first there is a color code for gray/silver text so it would
be possible to add it, but i didn't implemented the
color, because it might not get used at all.
and i saw some mods/scripts which adds custom wings
these have no real color, just plain gray.
it may be worth a shot let me see what i can do :)
Yeah, I wouldn't expect custom wings to have dynamic colors. You can only work with that which you can logically detect.

Medevel
Posts: 106
Joined: Thu, 17. Jun 04, 14:40
x3tc

Post by Medevel » Tue, 17. Apr 12, 09:25

Rikaelus wrote:The only remaining (minor) downside--which I'm hesitant to even mention--is how the type of trader is portrayed: "ST 4"
My ships, when ordered by name, won't show up quite the same way, ala:
F ST AMSFXL-01
F ST AMSFXL-02
F UT AMSFXL-01
F UT AMSFXL-02
The level proceeding the UT/ST will make that number dictate the order instad of my -01, -02, etc. Alternatively I could move the ST/UT to the end of the name, but then my STs and UTs will be intermingled in the list.
Order might be a little weird, too, since "ST 11" would actually show up in the list before "ST 4".
Yeah haven't realize until you just said, may some leading zero
won't be a bad idea :)
Sometimes you don't see things until someone point it out for you :)

Greetings Medevel

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