[MOD] X Rebirth Lost Sectors v1.5.0
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- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighterKrYcHokE wrote:This deco turret( I can create real turrets for M ship but it dont work without defense officer( need some script making.
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships
OOZ it should be already includet in the calculation
UpdMarvin Martian wrote:maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighter
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships
Now it work, bu only for ships with purpose 'fight'
Code: Select all
<diff>
<add sel="/aiscript/attention/actions/do_while[@value='$target.isoperational']/select_flight_behaviour" pos="after">
<set_turret_targets object="this.ship" target="[$target]" additional_targets="$additionaltargets" />
</add>
</diff>
just peeked into the files - seems the author used varying casing in the internal file structure, but for linux compatibility every file and folder name refering to game core files has to be lower case..
refer to this topic listing the requirements in detail: http://forum.egosoft.com/viewtopic.php?t=380912
refer to this topic listing the requirements in detail: http://forum.egosoft.com/viewtopic.php?t=380912
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Why?KrYcHokE wrote:Yes, remove weapon trader patches from Setup_LS.xml, but why? Do not buy if you do not need it.ezra-r wrote: Is it possible to disable the new skunk upgrades and just get the new sectors?
My obsession to get saves as clean as possible, but it's just an obsession due to the constant debugging I have done with this game, no worries.
Thanks for the answer!
I got a similar problem with the new shipyards and factories. The staff on the stations doesn't spawn properly, but i think that it is connected to the introduced "badplutarch" faction in center stage mod, which comes without a proper definition for shiptraders for that faction among other bugs.
btw.
your teladi builder seems to use the same name as the one introduced by the TOBS Mod and seems to overwrite their Overwatch MK II Station with your tradestation, but i didn't take a deeper look into that.
Your Xenon Q are beasts
btw.
your teladi builder seems to use the same name as the one introduced by the TOBS Mod and seems to overwrite their Overwatch MK II Station with your tradestation, but i didn't take a deeper look into that.
Your Xenon Q are beasts
I found these in my logfiles:
and:[General] 4322.30 ======================================
[=ERROR=] 4322.30 [XLib::TextBreak] No suitable position for line break found: extensions\lostsectors\assets\props\enginesystems\props_enginesystems_engine_m_sp_data\
[General] 4322.30 ======================================
[General] 4326.39 ======================================
[=ERROR=] 4326.39 [XLib::TextBreak] No suitable position for line break found: extensions\lostsectors\assets\props\enginesystems\props_enginesystems_engine_m_sp_data\
[General] 4326.39 ======================================
[Scripts] 4335.38 *** Context:md.MainMenu.SectionHandler_Nav<inst:84f0fa>: Next section: gMainNav_menumap
[General] 4349.42 ======================================
[=ERROR=] 4349.42 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.
[General] 4349.42 ======================================
[General] 4369.97 ======================================
[=ERROR=] 4369.97 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.
[General] 4369.97 ======================================
[=ERROR=] 5779.54 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.
[General] 5779.54 ======================================
[General] 5794.57 ======================================
[=ERROR=] 5794.57 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_container_transporter'. Skipping construction of animated value for this part.
[General] 5794.57 ======================================
[General] 5794.57 ======================================
[=ERROR=] 5794.57 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_container_transporter'. Skipping construction of animated value for this part.
[General] 5794.57 ======================================
[General] 5804.24 ======================================
[=ERROR=] 5804.24 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_energy_transporter'. Skipping construction of animated value for this part.
[General] 5804.24 ======================================
[General] 5817.14 ======================================
[=ERROR=] 5817.14 Positional::InitPartAnimations(): Failed to retrieve the master animation value for part 'part_door_lock' in template 'units_size_m_nathan_liquid_transporter'. Skipping construction of animated value for this part.