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2. Doable, but you'd have to write an explore AI script for the ship. You could then script in any number of ways to acquire the ship or assign this AI to an already-existing ship. Simplest, for testing, would be to simply start the script on an existing ship. Maybe trigger via conversation?
Lots of tools and help available here:
https://forum.egosoft.com/viewtopic.php?t=376579
If not familiar with XML patching, theqmann's XML Patch Guide linked to in that thread can be of immense help.
Thanks for your reply Walker and for this piece of code, it will definitively help me get started.
Would you be able to tell me where you have found the references event_object_changed_zone, disable_collision_response and clear_collision_filter?
For 2), I'm thinking of something perhaps even more simple than that. Something where all the map nodes are saved in a list with perhaps the 'size' of each sector and have a script that loops and wait a certain amount of time before registering a new sector as explored and sale contact aquired. But I will start by making 1) work first to give me a bit of practice and getting used to modding.
Also useful, scriptproperties.xml (also in libraries) contains documentation for all of the properties accessible via scripts. An interface is provided via scriptproperties.html, but never bothered with it myself.
The xsd files could also be used with dedicated XML editors or through programming environments such as visual studio. i vaguely remember a way to use them via Notepad++ as well, but Notepad++ ran too slow. Very vague memory though, could be mixing up my plugins.
Hope that helps. Looking forward to your work.
Many thanks again Walker, this will help me tremendously!
I have tried to use scriptproperties.html, but had no luck, it does nothing no matter what I enter in the input box.
I will try to get my first mod out and post my development here.
Thanks again :)
But I think you might be reinventing the wheel a bit here. i have at least two mods that add exploring ships that add trade updates to what they find.
The only quality of life mod I'd like is for the Skunk and the player inventory. Assign a station manager to the Skunk and then setup the trade goods buy and sell prices. If a trader hits the mark then the manager sells or buys or both. I just find it very time and energy consuming to sell those wares and normally after a while they just stack up any way.
Yes, I found 2 and tried both actually. Ended up choosing one over the other, can't remember which one.
X4 is coming so I stopped learning to mod XR. I will continue my learning on the X4 platform ;)
Sneak peak!
https://www.egosoft.com/games/x4/screenshots_en.php