PDA

View Full Version : [HOW TO] change Ship docking types on existing docking ports



Dreamora
19-02-2012, 12:23 AM
OK Well As promised when i figured this out i would share with the rest of the world.

Here is how to Edit Existing docking ports for ships in the XTC mod.


Required Resources:

1) X3 Editor 2 (http://x3e2.doubleshadow.wz.cz/)

2) Dummy File Flags (http://www.xwiki.chaos.net.nz/Dummies_file_%28X3%29)


Step 1)

After installing the X3 Editor 2 you will need to locate the CAT file that contains the "Dummies.pck" File. In my instance it was located in 15.CAT

http://www.dsnt-forums.com/img/xtc/x3-xtc-modify-shipdocking/opencatfile.jpg


Step 2)

Once you have located the Correct CAT file with the "Dummies.pck" file (usually the highest numbered CAT file with a dummies.pck file in it) you need to open up the Dummies File with the TDebugger option when prompted.

http://www.dsnt-forums.com/img/xtc/x3-xtc-modify-shipdocking/Locate-dummies.jpg


Step 3)

Now that you have the File open you are ready to change the properties of the defined docking ports, for all ships that use the m6 or ts docking ports we can easily swap them out.

Select the Docking port you want to edit, and then simply change the ship docking flag to match the class of ship(s) you would like to dock in this slot.

As mentioned above you can find all of the flags on THIS PAGE (http://www.xwiki.chaos.net.nz/Dummies_file_%28X3%29).

http://www.dsnt-forums.com/img/xtc/x3-xtc-modify-shipdocking/Edit-docking-flag.jpg
http://www.dsnt-forums.com/img/xtc/x3-xtc-modify-shipdocking/change-docking-flag.jpg


Step 4)

Finally all that is left to wrap up this change is to simply save the Dummies file over itself allowing it to overwrite the existing file.

(Remmeber that any changes made WILL NOT EFFECT EXISTING SHIPS in the game, you will need to Perchase/Spawn/Cap a new one after the engine has had time to create the new ships.)

http://www.dsnt-forums.com/img/xtc/x3-xtc-modify-shipdocking/save-changes.jpg



note from a developer:
Changing those dockingflags to something bigger then it was before is a very bad idea, because the bigger ship will then likely collide with all the carriers/stations that have this dock upon docking. - K.J.

Dreamora
19-02-2012, 09:31 AM
I have noticed that the WIKI is VERY VERY slow and times out allot on loading so I am appending this article with the list of flags for anyone who cannot load the Wiki page.


Known flags
Dock class:
Allows certain ship classes to dock
ANIMATEDF_DOCKPORT_M5 - M5
ANIMATEDF_DOCKPORT_M4 - M4
ANIMATEDF_DOCKPORT_M3 - M3
ANIMATEDF_DOCKPORT_TS - TS
ANIMATEDF_DOCKPORT_TS_P - Pirate TS
ANIMATEDF_DOCKPORT_TP - TP
ANIMATEDF_DOCKPORT_M6 - M6
ANIMATEDF_DOCKPORT_M2 - M2
ANIMATEDF_DOCKPORT_M1 - M1
ANIMATEDF_DOCKPORT_TL - TL
ANIMATEDF_DOCKPORT_GO - Goner
ANIMATEDF_DOCKPORT_SHIPS - all ships can dock
ANIMATEDF_DOCKPORT_FIGHTER - M3, M4 and M5
ANIMATEDF_DOCKPORT_TRANSPORT - TS, Pirate TS, TP, Goner
ANIMATEDF_DOCKPORT_LITTLESHIP - FIGHTER and TRANSPORT
ANIMATEDF_DOCKPORT_BIGSHIP - M1, M2, M6, TL
ANIMATEDF_DOCKPORT_HUGESHIP - M1, M2, TL
ANIMATEDF_DOCKPORT_STANDARD - FIGHTER, TRANSPORT, M6
Land/takeoff directions:
ANIMATEDF_DOCKPORT_UDFWD - ship launches forward
ANIMATEDF_DOCKPORT_UDREV - ship turns 180% at start
ANIMATEDF_DOCKPORT_UDDOWN - ship is pushed down on launch
ANIMATEDF_DOCKPORT_BELOW30 - ship turns 30% down on launch (also affects the docking guidance lights)
ANIMATEDF_DOCKPORT_BELOW60 - ship turns 60% down on launch
ANIMATEDF_DOCKPORT_UDBACK - ship is pushed back on launch
Craft handling:
ANIMATEDF_DOCKPORT_HANGAR - ship will disappear when docked, like at trading stations and capital ships
ANIMATEDF_DOCKPORT_STARTONLY - these ports are only used for launching ships (usually fighters)
ANIMATEDF_DOCKPORT_LANDONLY - these ports will only be used for landing, and need to be used in conjunction with one or more ports defined with the ANIMATEDF_DOCKPORT_STARTONLY flag
ANIMATEDF_DOCKPORT_QUICKLAUNCH - the ship will takeoff at full speed

wwdragon
16-05-2012, 11:10 AM
This certainly tells me something interesting. Now what I'd like to know, is how to tell what these numbers mean and how they associate with the ship listings in the Tships file. Can you elaborate?

I'm looking specifically at the Phantom and Hyperion in XTC. Both say they have two docking ports, but neither work.

There was another, larger ship... a pirate M7 that said it could dock 7 ships... but wouldn't dock anything either.

Eliah
16-05-2012, 12:55 PM
The TP+ ships in 1.2 are not finished nor ready - they use old Hyperion scenes and models. They are also not for sale nor use, afaik.
We have new models, new scenes for them (and all other incomplete ships) in 2.0 (you can see the models in albion prelude, if you want), there they will finally have correct stats etc.

That pirate M7 - could be another unused ship.

Btw - the Tships *only* specified how many ships dock, max. To determine which types of ships can dock, you need to look into the actual ship scenes and search for the docking dummy entries.

wwdragon
16-05-2012, 02:49 PM
The TP+ ships in 1.2 are not finished nor ready - they use old Hyperion scenes and models. They are also not for sale nor use, afaik.
We have new models, new scenes for them (and all other incomplete ships) in 2.0 (you can see the models in albion prelude, if you want), there they will finally have correct stats etc.

That pirate M7 - could be another unused ship.

Btw - the Tships *only* specified how many ships dock, max. To determine which types of ships can dock, you need to look into the actual ship scenes and search for the docking dummy entries.
I don't see anything about scenes in the dummy files or in VFS. What file is that in?

Every race has the capping TP(M6) available for sale already in 1.2; they just all use the Hyperion model and are a bit wonky. :lol:

The M7 was a Yaki Akurei that I capped, somewhat ironically, between my Boreas and Phantom. It looks like the vanilla TC ship and matches the design scheme visually for the rest of them.

K.J.
17-05-2012, 01:59 PM
Both say they have two docking ports, but neither work.
they are TP class, but TP class can't dock anything (hardcoded) - it needs to be M6 or Tm at least to be able to dock something.

Since this is not a technical problem (as in install-gone-bad) but about modifying the game i'll move this thread to the modding section.

wwdragon
17-05-2012, 09:31 PM
they are TP class, but TP class can't dock anything (hardcoded) - it needs to be M6 or Tm at least to be able to dock something.

Since this is not a technical problem (as in install-gone-bad) but about modifying the game i'll move this thread to the modding section.
I see. Why did the TC pirate M7 have the same problem? It may be indicative of a larger problem.

Drock
09-01-2013, 02:10 AM
Did you guys change the flags at all somehow with 2.0? I noticed the ozias can dock TP/TS/GO even tho its flag is set to

P 16; B ships\props\extern_TS_dock; C 1; N Bships\props\extern_TS_dock_1; b // idx 7
{ 0x2002; 0; 3953; 37543; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

This would normally only allow a TS to dock and nothing else. I switched it to extern_M6_dock which then let M6s dock, but nothing else(working like i thought there). I then tried xtern_STANDARD_dock which i believe should allow all fighters/tp/TS/m6. This setting would not let anything dock at all, so i assume that flag is gone. Basically in vanilla I would always used Ozias's in my game as a salvage ship to suck up TS's and m6s i took over from boarding/bailing, and ive yet to see a ship in xtended 2.0 able to pick up a m6 to transport it to be sold/repaired whatever. Currently im running it with most of its docking slots default, then 2 locked to M6 so i can scoop up even m6s.