[MOD] Copilot Convo v1.6 (updated 29th Jan 2016)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Being able to set Balor and Sucellus to work as an "artillery" they were clearly meant to be would be soooo awesome. Sucellus looks awesome when shooting it's main gun but atm it won't fire it against caps, it does try to shoot fighters tho.
Both Balor and Sucellus are bit squishy up close and personal, looking forward seeing them used the way they should.
Forgot the whole patrol command.
OOS combat last I checked was a bit meh, also my ships don't seem to see any enemies until I jump in.
Both Balor and Sucellus are bit squishy up close and personal, looking forward seeing them used the way they should.
Forgot the whole patrol command.
OOS combat last I checked was a bit meh, also my ships don't seem to see any enemies until I jump in.
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- NZ-Wanderer
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A bit squishy?? - I just made a little video - Egosoft Link - in which my Balor lasts less than a minute up against Xenon fightersswatti wrote:Both Balor and Sucellus are bit squishy up close and personal, looking forward seeing them used the way they should.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
QUESTION: would it be possible to 100% scan a station with the sensor sweep?
Im trying to supply a mass shipyard with materials but its hard when i cant seem to fully scan it to see what mats are low.
Also, would it be possible to somehow fully scan the entire univers and aply the trade-agent hack to ALL stations? My testing of new things forces me to restart games often, this one particular thing makes it pure pain to do so...
Im trying to supply a mass shipyard with materials but its hard when i cant seem to fully scan it to see what mats are low.
Also, would it be possible to somehow fully scan the entire univers and aply the trade-agent hack to ALL stations? My testing of new things forces me to restart games often, this one particular thing makes it pure pain to do so...
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Replied in the other thread here:swatti wrote:QUESTION: would it be possible to 100% scan a station with the sensor sweep?
Im trying to supply a mass shipyard with materials but its hard when i cant seem to fully scan it to see what mats are low.
Also, would it be possible to somehow fully scan the entire univers and aply the trade-agent hack to ALL stations? My testing of new things forces me to restart games often, this one particular thing makes it pure pain to do so...
http://forum.egosoft.com/viewtopic.php?t=373170
- YorrickVander
- Posts: 2710
- Joined: Tue, 29. Oct 13, 21:59
The agents is pretty easy to do in xml too but the scanning doesn't always go to full 100% (say for shipyards) with the xml loop method.
for all agents (and as a bonus, all base station types + owning factions added to encyclopedia) :
For auto scanning (code from lhotski, quite similar to some code from unitrader in a post last year)
This second snippet scans all stations as you arrive in zone (doesn't work correctly if applied to galaxy) and scans them as far as your equipped scanner is capable of. This does not add the scanned areas to the encyclopedia however for those that like the details.
for all agents (and as a bonus, all base station types + owning factions added to encyclopedia) :
Code: Select all
<find_station groupname="$allstations" space="player.galaxy" multiple="true" />
<do_all exact="$allstations.count" counter="$i">
<set_known object="$allstations.{$i}" known="true" />
<add_encyclopedia_entry type="stationtypes" item="$allstations.{$i}.macro.id" />
<add_encyclopedia_entry type="factions" item="$allstations.{$i}.owner.id" />
<do_if value="not $allstations.{$i}.hastradesubscription">
<add_trade_subscription object="$allstations.{$i}" />
</do_if>
</do_all>
Code: Select all
<cue name="AutoScanZoneStations" instantiate="false" namespace="this">
<conditions>
<check_any>
<event_object_changed_zone object="player.primaryship"/>
<event_player_created />
<event_cue_signalled cue="md.Setup.GameStart" />
</check_any>
</conditions>
<actions>
<find_station groupname="$allstations" space="player.zone" multiple="true" />
<do_all exact="$allstations.count" counter="$i">
<set_object_scanned object="$allstations.{$i}" scanner="player.primaryship.scanner"/>
<set_value name="$buildplan" exact="$allstations.{$i}.currentbuildplan"/>
<do_all exact="$buildplan.sequences.count" counter="$s">
<set_value name="$sequence" exact="$buildplan.sequences.{$s}"/>
<do_all exact="$buildplan.{$sequence}.stage" counter="$stage">
<set_object_scanned object="$allstations.{$i}" scanner="player.primaryship.scanner" sequence="$sequence" stage="$stage"/>
</do_all>
</do_all>
</do_all>
<reset_cue cue="this" />
</actions>
</cue>
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- YorrickVander
- Posts: 2710
- Joined: Tue, 29. Oct 13, 21:59
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Since 3.0 b4, when use the find crew, new architekts have unlimited money. Have now 2 CV's, that account same as my, so they build for no cost. Will test, if manually architects have the same issue.
Update:
Tested with new game. When using "Find Crew for Ships" architect have unlimited money (same as player acc and not changeable), but when manually call architekt and send to cv, then you can change his account.
Update:
Tested with new game. When using "Find Crew for Ships" architect have unlimited money (same as player acc and not changeable), but when manually call architekt and send to cv, then you can change his account.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Hate to say it Yorrick, but it looks like this is broken in Beta 6.
Unless I am going blind I have no co pilot options in the sidebar menu
Unless I am going blind I have no co pilot options in the sidebar menu
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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I wouldn't know for sure, but it may relate to this:
http://forum.egosoft.com/viewtopic.php?t=374367
http://forum.egosoft.com/viewtopic.php?t=374367
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- YorrickVander
- Posts: 2710
- Joined: Tue, 29. Oct 13, 21:59
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Solution for Mod (it is fully active):
only edit ext_01.cat (easier to patch)
rename mainmenu\mainmenu.xml to ego_mainmenu\ego_mainmenu.xml
then edit the file ego_mainmenu.xml and change your add sel Syntax to
<add sel="/addon[@name='ego_mainmenu']/dependency" pos="before">
<file name="..//mainmenu//mainmenu_yv_copilotconvo.lua" />
</add>
Have tested yesterday. Best solution for for breaked mods with 3.06b
only edit ext_01.cat (easier to patch)
rename mainmenu\mainmenu.xml to ego_mainmenu\ego_mainmenu.xml
then edit the file ego_mainmenu.xml and change your add sel Syntax to
<add sel="/addon[@name='ego_mainmenu']/dependency" pos="before">
<file name="..//mainmenu//mainmenu_yv_copilotconvo.lua" />
</add>
Have tested yesterday. Best solution for for breaked mods with 3.06b
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
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- NZ-Wanderer
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- Joined: Thu, 5. Aug 04, 01:57
Thank you, works perfect for the new RC1Drag00nFighter wrote:Fixed file for only beta 3.06+
https://drive.google.com/file/d/0B9doYK ... sp=sharing
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.