thats probably because faction.random is not a valid expression, so it resolves to null (with an error to the debuglog) and since you didnt specify any faction it defaults to a random valid value..alexalsp wrote:Ok. Thank you.
I noticed, if use
NPC generated different supplies.Code: Select all
select faction="faction.random"
The captain may be: NPC trader and etc. but have the status - Captain. ))
I will try your code.
Help with NPC please.
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if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Another problem.
after some time, the designated NPC spontaneously leave the ship.
after some time, the designated NPC spontaneously leave the ship.
Code: Select all
<cue name="vsl_defencecontrol">
<conditions>
<event_cue_signalled/>
</conditions>
<actions>
<find_object_component name="$DockingBay" class="class.dockingbay" object="player.primaryship" />
<create_platform_actor name="$Actor" dockingbay="$DockingBay" type="entitytype.defencecontrol">
<owner exact="faction.player"/>
<select faction="[faction.plutarch,faction.heartofalbion, faction.argongovernment,faction.canteran, faction.jonferson,faction.familyryak,faction.teladi].random" tags="tag.defencecontrol"/>
<skills>
<skill type="boarding" min="2" max="5" />
<skill type="combat" min="5" max="5" />
<skill type="engineering" min="2" max="5" />
<skill type="leadership" min="5" max="5" />
<skill type="management" min="2" max="5" />
<skill type="morale" min="5" max="5" />
<skill type="navigation" min="3" max="5" />
<skill type="science" min="5" max="5" />
</skills>
</create_platform_actor>
<add_actor_to_playership actor="$Actor"/>
</actions>
</cue>
not entirely sure, but maybe the npc timed out or is just persistent in the zone until hired... best take a loop in the NPC_****-MDScripts which manage this stuff..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
For my own hire npcs script I assign everything to their post directly. The only issue so far is managers for stations - something I have done causes CTD when sending them direct to position. You might consider this spawn to skunk > assign to postition a workaround for that case only.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
NPC added, are currently working.
Maybe someone come in handy. NPC at the skunk and destination on ships and stations.
Maybe someone come in handy. NPC at the skunk and destination on ships and stations.
Code: Select all
<find_object_component name="$DockingBay" class="class.dockingbay" object="player.primaryship" />
<create_cue_actor name="$Architect" cue="this">
<select faction="faction.heartofalbion" tags="tag.architect"/>
<owner exact="faction.player"/>
<skills>
<skill type="boarding" exact="3" />
<skill type="combat" exact="5" />
<skill type="engineering" exact="5" />
<skill type="leadership" exact="4" />
<skill type="management" exact="5" />
<skill type="morale" exact="5" />
<skill type="navigation" exact="5" />
<skill type="science" exact="3" />
</skills>
</create_cue_actor>
<set_skills_visible entity="$Architect" visible="true" />
<set_entity_type entity="$Architect" type="entitytype.architect"/>
<add_actor_to_playership actor="$Architect"/>
<signal_cue_instantly cue="md.NPC_Architect.Base" param="[$Architect, false, true]"/>
Code: Select all
<find_object_component name="$DockingBay" class="class.dockingbay" object="player.primaryship" />
<create_cue_actor name="$DefenceNPC" cue="this">
<select faction="faction.heartofalbion" tags="tag.defencecontrol"/>
<owner exact="faction.player"/>
<skills>
<skill type="boarding" exact="1"/>
<skill type="combat" exact="5"/>
<skill type="engineering" exact="3"/>
<skill type="leadership" exact="5"/>
<skill type="management" exact="4"/>
<skill type="morale" exact="5"/>
<skill type="navigation" exact="5"/>
<skill type="science" exact="5"/>
</skills>
</create_cue_actor>
<set_skills_visible entity="$DefenceNPC" visible="true" />
<set_entity_type entity="$DefenceNPC" type="entitytype.defencecontrol"/>
<add_actor_to_playership actor="$DefenceNPC"/>
<signal_cue_instantly cue="md.NPC_Staff.CustomStaff" param="[$DefenceNPC, 15000Cr]"/>
Code: Select all
<find_object_component name="$DockingBay" class="class.dockingbay" object="player.primaryship" />
<create_cue_actor name="$Engineer" cue="this">
<select faction="faction.heartofalbion" tags="tag.engineer"/>
<owner exact="faction.player"/>
<skills>
<skill type="boarding" exact="3"/>
<skill type="combat" exact="5"/>
<skill type="engineering" exact="5"/>
<skill type="leadership" exact="4"/>
<skill type="management" exact="4"/>
<skill type="morale" exact="5"/>
<skill type="navigation" exact="3"/>
<skill type="science" exact="4"/>
</skills>
</create_cue_actor>
<set_skills_visible entity="$Engineer" visible="true" />
<set_entity_type entity="$Engineer" type="entitytype.engineer"/>
<add_actor_to_playership actor="$Engineer"/>
<signal_cue_instantly cue="md.NPC_Engineer.CustomEngineer" param="[$Engineer, 15000Cr]"/>
<assign_engineer actor="$Engineer" object="player.primaryship" />
<start_script object="$Engineer" name="'engineer.player'" />
Code: Select all
<find_object_component name="$DockingBay" class="class.dockingbay" object="player.primaryship" />
<create_cue_actor name="$Commander" cue="this">
<select faction="faction.argongovernment" tags="tag.commander"/>
<owner exact="faction.player"/>
<skills>
<skill type="boarding" exact="1"/>
<skill type="combat" exact="5"/>
<skill type="engineering" exact="3"/>
<skill type="leadership" exact="5"/>
<skill type="management" exact="4"/>
<skill type="morale" exact="5"/>
<skill type="navigation" exact="5"/>
<skill type="science" exact="5"/>
</skills>
</create_cue_actor>
<set_skills_visible entity="$Commander" visible="true" />
<set_entity_type entity="$Commander" type="entitytype.commander"/>
<add_actor_to_playership actor="$Commander"/>
<signal_cue_instantly cue="md.NPC_Staff.CustomStaff" param="[$Commander, 15000Cr]"/>
Code: Select all
<find_object_component name="$DockingBay" class="class.dockingbay" object="player.primaryship" />
<create_cue_actor name="$Commander" cue="this">
<select faction="faction.argongovernment" tags="tag.pilot"/>
<owner exact="faction.player"/>
<skills>
<skill type="boarding" exact="1"/>
<skill type="combat" exact="5"/>
<skill type="engineering" exact="3"/>
<skill type="leadership" exact="5"/>
<skill type="management" exact="4"/>
<skill type="morale" exact="5"/>
<skill type="navigation" exact="5"/>
<skill type="science" exact="5"/>
</skills>
</create_cue_actor>
<set_skills_visible entity="$Commander" visible="true" />
<set_entity_type entity="$Commander" type="entitytype.pilot"/>
<add_actor_to_playership actor="$Commander"/>
<signal_cue_instantly cue="md.NPC_Staff.CustomStaff" param="[$Commander, 15000Cr]"/>
Code: Select all
<find_object_component name="$DockingBay" class="class.dockingbay" object="player.primaryship" />
<create_cue_actor name="$Manager" cue="this">
<select faction="faction.canteran" tags="tag.manager"/>
<owner exact="faction.player"/>
<skills>
<skill type="boarding" exact="1"/>
<skill type="combat" exact="5"/>
<skill type="engineering" exact="3"/>
<skill type="leadership" exact="5"/>
<skill type="management" exact="5"/>
<skill type="morale" exact="5"/>
<skill type="navigation" exact="5"/>
<skill type="science" exact="5"/>
</skills>
</create_cue_actor>
<set_skills_visible entity="$Manager" visible="true" />
<set_entity_type entity="$Manager" type="entitytype.manager"/>
<add_actor_to_playership actor="$Manager"/>
<signal_cue_instantly cue="md.NPC_Staff.CustomStaff" param="[$Manager, 15000Cr]"/>