Rate of fire: common place Beam weapons are usually 100 rounds per minute with other weapons being less I am having trouble with this specifically they all appear as read texts in game This will be saved in your mod folder look here to see available t files Change the x value to a random 4 digit number Note:Actually you need to create a new text document and save as a pdfīut before you open it copy and past this into notepad Note: All weapons need names before they will be added to the game In the name id type in your id selection for the gun if it comes up as a string error that is normal (still needs to be improved) For this you open the 0001-l044 scroll down to the id 17:Bord-comp and right click edit click OK then you should be free to edit the text inside (right click new id it something not already taken then name it something menacing) Name: as we cannot edit this directly you will notice the name id. Subtype:The most important part This is where you select where your weapon will be placed ( for my LCB i placed it in the SG_LASER_ARGON_LIGHT) The 3 rotation values are user input but never leave X and Y blank Because if you do theoretically your gun will only Fire Straight ahead ![]() Model file and picture id you can keep the same Right click the id in the value side and Rename it to SS_LASER_X (x Equals a value that you input Ergo The variable) Then look at its window you should see something like. Go over to the t lasers tab i the x3 editor scroll all the way down and find the Plasma beam cannon, Right click copy and past at the bottom I will now guide you thru the steps i did to create my Light Combat Beam Weapon for my fighters From here you have a few choices Based on what you want to do.Ĥ.i want a brand new spanking weapon because all mine suckĪs the forth option pretty much covers every thing ill do that Note: For Organizational purposes Create a My MOD Folder somewhere either in Documents or on your desktop. Open the X3 editor and open the cat 3 file in your x3 directory Extract from the text folder Tships, Tlasers, And Tbullets >(optional) Cycrows cheat pakage to test it >(optional) In order to effectively test your mods without the interference of other mods i installed a second TC in a folder called X3 Vanilla Environment It Helps a lot Eventual i worked up the courage to spend 3-4 hours researching and developing an effective method to create weapons, So This is for all of those people who want to make all those little weapon mods (but i have first dibs) Historically, it has led to numerous high-quality modifications ("Scripts") being distributed throughout the community.Have been looking for a tutorial for this for a while while i had very little luck finding one i eventual came to the conclusion that there wasn't one. The Script Editor has been used by many people over the course of the X Series to add and change various parts of the game to suit how they believe the game should (re)act. ![]() If you want a system to swap in turret weaponry to suit the right enemies and cause general epic win destruction, you can script it. If you want minimum relation status with the Paranid, you can script it. If you want a free M2, you can script it. ![]() Using a custom programming language of the same name (MSCI), it's possible to do more or less anything, ranging from cheating the player 2Bn credits to causing every race to kill eachother on sight, invade territories, target stations, and cause general mayhem. The Script Editor, or Manual Ship Computer Interface, is TC's integrated script editor.
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