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The above is a modified copy of galaxy.Example.initplayership.
Get Max Upgrades in in Genral Object Commands
add units is in the trade commands.
Creates a Hydra with a cargo space of 1500
You'll need to modfy your exisiting script and remeber to take extra energy cells to jump back.
In that case you'll wantsomething like
(I'll assume your in the sip to begin with)
$plship =get player ship
$tmp= $plship > add 20 units of Cargo bay extension
return null. (I think)
IF you could post your 125M shield script or your cargobay script
screenshot the script editor with script open and transcribe or trim the xml elements out to improve readbility and I could see what lines of code need to be changed.
Alright that's the code to add cargobay extensions to the ship your in.
You'll need to enter your Hydra before running the script
feel free to adjust the number of units added.
Just run it with a null argument
the script takes the players location as the starting point and adds the cargobay extentions to the ship.
My earlier example spawned the ship in with the extentions added (to Maximum allowed)
https://forum.egosoft.com/viewtopic.php?t=48593
Egosoft Account required to download.
Now I'll try explaining the few lines of the last script
The in game scipt editor works by selecting the command (from the catergorised list) and then filling in the spaces.
The first line is a comment (which can be added by the script editor) but is there just for us.
<RetVar>= get player ship
could look like <?>= get player ship
you set a variable name in to use later. eg myship
$myship= get playership
<RetVar>= <Object> > add <amount> units of <ware>
you then hilight the line you want to edit and move alng filling in the blanks
plumped= $myship > add <?> units of <?>
first two steps is to devine a new variable plumped. And to use the variable indicating the player ship "Myship"
Next we define the value of amount as a number (I'll put in 10)
plumped= $myship > add 10 units of <?>
Finally we will choiose the ware to add (from the list that egosoft as defined) I'll scroll down to Cargobay Extentions.
$plumped = $myship > add 10 units of Cargo bay extension
All wares are in this list even the 125MW shields you added from your own script.
When ever we write a new script the editor defaults it to return null so we don't have to d anything else now.
Save the script. ( I called mine aor.plumpcargobay)
Now you pilot which ever ship you need and when you run the script it will add 10 cargobay extentsions to that ship. Run the script multiple times to add more.
? then the rest is pretty easy to follow,but i dont recall seeing a get player ship anywhere,but maybe i was just not looking good eough i will let u know how it comes out ty bro, 1 thing i am not quite ure about is where does the "plumped"come in at?
plumped was just what I thought of as a variable name.
I think the add command adds to the object and returns a null value to the plumped variable in this case.
You can pick a variable name that works for you.
The editor takes care of the syntax [adding a dollar sign ($) in front]
the galaxy.Example.initplayership is already included you can view that and see them use variable tmp (for temp) in exactly the same way.
They spawn the ship in after loading it with a few items.
It appears that the scripts cannot add more upgrages (cargobay extensions/engine tunings/rudder optimisations) than is allowed for the particular ship..
A Novas maximum cargospace is 236.
there is also the MSCI forum were it might be easier to reference the script commands
MSCI reference forum[forum.egosoft.com]
I had not realised it was public.
The M6's in X2 can dock your fighter (M5-M3) [Argon Discoverer/Buster/Nova] so you could carry a few more satalites and energy in the M6 with them and then transfer to the Nova to place the sats.