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[Mod] Boarding Target Protector V1.04

Posted: Fri, 1. Apr 16, 01:19
by UniTrader
hi all, i just created a small extension which protects the Ships which are currently boarded from being shot by others. not much more to say here...

Update 1.04: this script also influenced the player ship which may get annoying - changed.

here the DL-Link: Download

as usual Back up your Savegames - this was created in the last 4 hours and may still have sideeffects

have fun boarding :D

Posted: Fri, 1. Apr 16, 01:43
by Sparky Sparkycorp
Nice one, thanks :)

Posted: Fri, 1. Apr 16, 07:54
by Marvin Martian
woohoo is that the last one from mod-advent ? :D

Posted: Fri, 1. Apr 16, 09:35
by linolafett
Ah, good addition. Its always annoying to happen while boarding an enemy ship. Great solution, Thanks!

Posted: Fri, 1. Apr 16, 11:39
by YorrickVander
Smart idea, but could get expensive if the player's ships/drones still attacking. Maybe an alternate version that sets the ship being boarded to min hull 5% or something like that?

Posted: Fri, 1. Apr 16, 12:37
by UniTrader
Oh, thanks for the reminder.. this script also influenced the player ship which could get annoying - changed, player ship is now ignored.. Updated Version 1.04 is now in the OP

And this script works as intended, if you want to change the behavior feel free to take the code and change it ;)

Posted: Fri, 1. Apr 16, 14:41
by JESS 246
And about time too this has been needed for a long time.

Will look forward to trying this mod.

Posted: Sat, 2. Apr 16, 16:55
by UniTrader
ok, i think its time to solve this - this Mod is an April Fools Joke - although it does whats stated (Protecting Ships being boarded) i dont think the method used is in everyones interest (blowing up all Attackers :D initially even the Player Ship :P)

i hope you had fun with this, i will leave the Link as is if you still want to use it (or create something better based on this) ;)

Posted: Sat, 2. Apr 16, 23:00
by w.evans
had a good laugh when I looked at your script. "what the..." then I saw the version numbers!

Posted: Sun, 3. Apr 16, 03:10
by TSM
@Unitrader now your challenge is to get it to work for real :D

Posted: Thu, 14. Apr 16, 21:38
by pref
You could do it by changing factions for the duration of the boarding session, did this in hijack and it seemed to work.

Change ship owner to faction.friendly for ex (iirc that means noone will attack , not even pirates), and apply a decent negative rep boost on the target vs the player.

Posted: Mon, 11. Dec 17, 12:22
by alexalsp
XR 4.30

Hi. Does not work. Do you want to fix it?

After clicking the "Boarding" menu, the ships disappear.

Code: Select all

[=ERROR=] 138.13 Error in MD cue md.UT_BoardingTargetProtector.ProtectBoardee<inst:343cc>: Evaluated value 'null' is not of type component
* Expression: event.param
[General] 138.13 ======================================
[General] 138.13 ======================================
[=ERROR=] 138.13 Error in MD cue md.UT_BoardingTargetProtector.ProtectBoardee<inst:343d5>: Evaluated value 'null' is not of type component
* Expression: event.param
[General] 138.13 ======================================
[General] 138.15 ======================================
[=ERROR=] 138.15 Error in MD cue md.UT_BoardingTargetProtector.ProtectBoardee<inst:343da>: Evaluated value 'null' is not of type component
* Expression: event.param
[General] 138.15 ======================================
[General] 138.17 ======================================
[=ERROR=] 138.17 Error in MD cue md.UT_BoardingTargetProtector.ProtectBoardee<inst:343db>: Evaluated value 'null' is not of type component
* Expression: event.param
[General] 138.17 ======================================
[General] 138.19 ======================================
[=ERROR=] 138.19 Error in MD cue md.UT_BoardingTargetProtector.ProtectBoardee<inst:343dc>: Evaluated value 'null' is not of type component
* Expression: event.param
[General] 138.19 ======================================
[General] 138.21 ======================================
[=ERROR=] 138.21 Error in MD cue md.UT_BoardingTargetProtector.ProtectBoardee<inst:343dd>: Evaluated value 'null' is not of type component
* Expression: event.param
[General] 138.21 ======================================


Posted: Mon, 11. Dec 17, 18:32
by iforgotmysocks
alexalsp wrote:XR 4.30

Hi. Does not work. Do you want to fix it?

After clicking the "Boarding" menu, the ships disappear.
Thats exactly what this april fools joke is supposed to do, lol.

Posted: Mon, 11. Dec 17, 22:02
by Romz
alexalsp wrote:XR 4.30

Hi. Does not work. Do you want to fix it?

After clicking the "Boarding" menu, the ships disappear.
It's work fine for me. I use this mod, and Boarding Options, and Marine Rebalance. Allies make one shot after the start of boarding and then no longer shoot.

Posted: Tue, 12. Dec 17, 11:39
by alexalsp
Romz wrote:
alexalsp wrote:XR 4.30

Hi. Does not work. Do you want to fix it?

After clicking the "Boarding" menu, the ships disappear.
It's work fine for me. I use this mod, and Boarding Options, and Marine Rebalance. Allies make one shot after the start of boarding and then no longer shoot.
They do not shoot because there is no one to shoot. ))

Posted: Tue, 12. Dec 17, 16:46
by Romz
alexalsp wrote:They do not shoot because there is no one to shoot. ))
I normally seized ships even in the middle of the sector near the station. Allies do as I wrote above. The main thing - to have time to declare boarding, before the ship is disassembled.

Posted: Thu, 4. Jan 18, 14:15
by oliverjanda
I haven't modded for some years and did this in notepad++ but how about this:

Code: Select all

<?xml version="1.0" encoding="UTF-8" ?>
<mdscript name="BoardingTargetProtector" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <cues>
    <cue name="BoardingStarted" instantiate="true" namespace="this" version="100">
      <conditions>
        <event_boarding_triggered/>
      </conditions>
      <actions>
        <set_value name="$boardee" exact="event.param2"/>
        <set_owner object="$boardee" faction="faction.friend"/>
        <add_relation_boost object="$boardee" otherobject="$boardee.boarder" value="-0.1" decay="1" delay="480min" silent="true" />
      </actions>
      <cues>
        <cue name="BoardingEnded" checktime="5s" checkinterval="5s" version="100">
          <conditions>
            <check_value value="$boardee.boarder.exists" negate="true"/>
          </conditions>
          <actions>
            <cancel_cue cue="BoardingStarted"/>
          </actions>
        </cue>
      </cues>
    </cue>
  </cues>
</mdscript>

Posted: Mon, 8. Jan 18, 02:42
by Requiemfang
Huh seems familiar seeing how J3ANP3T3R did a similar script although it was a combination script of it mainly being around protecting your trade ships from Fields of Opportunity pirates. It added a script that protected any ships you were boarding as well. Though it's old now and no longer works.

Posted: Mon, 8. Jan 18, 10:08
by oliverjanda
@ Requiemfang
The mod is not available for download anymore, so i cant take a llok.