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    Thread: Some special questions about the XTM scripts

    1. #1
      TXU New Member moviemaker100's Avatar
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      Default Some special questions about the XTM scripts

      First, this mod is absolutely great!
      Thank you for that!

      Second I would like for myself to make some small changes:
      1. Let the debris stay forever.
      2. Delete the "jet trail" of the ships again.

      So I kindly ask, which files control these two things.
      If you could tell me, which variables control these thingss, I would be even very happy.
      If you just could tell me, in which files I have to search, it would be a great help, too...

      Thanx!


    2. #2
      TXU Full Member Urizen's Avatar
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      Default

      1. plugin.XTM.Misc.KillDebris

      001 $waitforplayer = [TRUE]
      002
      003 while $waitforplayer
      004 skip if [THIS] -> exists
      005 break
      006
      007 $playersector = [PLAYERSHIP] -> get sector
      008 if $playersector == [SECTOR]
      009 $waitforplayer = [FALSE]
      010 else
      011 @ = wait randomly from 15000 to 25000 ms
      012 end
      013 end
      014
      015 $maxID = [PLAYERSHIP] -> get SectorObject ID
      016 $maxID = $maxID + 10000
      017 while $maxID
      018 dec $maxID =
      019 $wareType = get ware type of SectorObject $maxID
      020 if $wareType
      021 $mainType = get maintype of ware $wareType
      022 if $mainType == 30
      023 $object = get object from SectorObject $maxID
      024 skip if not $object -> exists
      025 $object -> destruct: show no explosion=[TRUE]
      026 end
      027 end
      028 end
      029 return null
      edit the first line to

      $waitforplayer = [FALSE]
      and it shouldn´t execute.

      The second is a bit more tricky, as you have to go directly into cat/dat files and that i do not know how.

      PS: If the first part of my post is unwanted, pls delete or edit.

      "Bounty Hunter on the Trail of Urizen Alabotos III." - Oops, i did it again!

    3. #3
      TXU New Member moviemaker100's Avatar
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      Default

      Thank you very much, I will try!!

      Well, I was only able to get 0.7a to run.
      There is no such file.

      I could edit just tspecial.pck which contains info of all wrecks...

      Well I have found your file in full mod.
      But this file "rules" different things, so I think.
      It cleans all debris, if the player enters the sector.
      But that never was the problem.
      The player is all the time in the sector, the ships explode,THEN the XTM let debris appear - but just only a very short time and then kills the debris again.
      Only least action should not be done...

      Last edited by moviemaker100; 19-02-2012 at 11:26 AM.

    4. #4
      TXU Full Member Urizen's Avatar
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      Default

      That was the only script i could find related to debris (just by looking at its name).

      "Bounty Hunter on the Trail of Urizen Alabotos III." - Oops, i did it again!

    5. #5
      Administrator Galder's Avatar
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      Default

      Debris staying forever is a very, very bad idea. The stations are eventually created exactly at the same place, especially if the fixed positions AL is turned on. Now let there be a single enemy... may it be the Mantis, the Galleon, or a Khaak invasion... maybe even just a simple Pirate Falcon with enough time on its hands. Imagine what'll happen there. "Hi Captain, i thought you'd be interested that there is a nice station in shooting range. We have set up a laser show, because it's your birthday today, hope you enjoy it." "Oh, i really like the way you and the boys take interest in making a nice birthday present. Go ahead, i 'll enjoy every moment." *Laser show and a big explosion* "Now that's really unexpected, you boys have doubled the fun by intantly respawning the station...." *Laser show and a big explosion* "Now... you really invested some money, do ya? A third time... this should be the best birthday present ever..." *Laser show and a big explosion* "You're going a bit over the top, don't you think so?" *Laser show and a big explosion* "Is it supposed to do that, i'm really wondering..." *Laser show and a big explosion, and Gunnery Crew already sweating* "I think i'll take a nap right now..." *Laser show and a big explosion.... ten hours later* "Sir, i'm sorry to inform you that there's another one...." "WHAT THE HELL.... TAKE IT DOWN! I swear i'll kill that thing, even if it'd the last thing i'd do in my life!"

      And so on, and so on. Now imagine what would happen to debris? Staying forever, in the exact same place? You'd get sectors so full of debris that it'll slow down your entire game. Sectors with plot relevant stations, which are respawned, sectors with marine complexes also. There are probably up to 6 or 7 sectors which may have stations respawning, like Light Water, and these sectors will be no flight zones, because if you enter, even if they the debris is not in sight, it is rendered. On top of that, the sound of banging stations is played for every contact. Can you imagine how often ths sound may be played, just by having 50 station debris parts?

      This is a pile of stations from Light Water in XTM.
      http://imageshack.us/photo/my-images...taeterce6.jpg/
      These are only a few, but due to the collision of the debris, and the fact that debris is immortal and will stay forever (or at least 3 days +), it slows down already the sector when entering it. The problem is, that debris is very hard to remove, as it has some fancy names and behaviour in the SE lines Ask sartorie how long it took to eliminate this problem. It's quite complex
      So, it's up to you, playing around with debris, but there's a very good reason why in XTC (not XTM) there's no debris at all anymore I'd strongly recommend to not make it stay forever

      /edit: This is the english Thread describing the problem:
      http://www.thexuniverse.com/threads/...ncredible-lags

      Last edited by Galder; 26-02-2012 at 01:38 PM.
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    6. #6
      TXU New Member moviemaker100's Avatar
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      @Galder
      Sure, sure - but I make movies - no long playing.
      And I need the debris of the ships - not the stations.
      All I need is that the over xtm scripts additional created debris of the ships are not deleted after just some seconds.
      To reach this, I would like to know, which script kills the debris.
      That´s all...


    7. #7
      Elder Administrator Aragon Speed's Avatar
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      Default

      If you mean the flying debris in an explosion created buy a ship going boom, then this is created by an animation and is not physical debris, and therefore not possible to keep permanently.


    8. #8
      TXU New Member moviemaker100's Avatar
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      Default

      @Aragon Speed
      Yes exactly this I have meaned!
      Thanx for your help - so I don´t waste my time anymore with the "debris theme".
      Sad, but nothing to do against it... :-(


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