[MOD] Jäger auf Arawn landen

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Andy_MB
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Post by Andy_MB » Tue, 29. Sep 15, 19:29

Please look at Your workshop
http://steamcommunity.com/workshop/file ... 166079869/
... t-file translations for 0001-L007.xml
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Spami
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Post by Spami » Tue, 29. Sep 15, 21:22

Das ist noch die 1.51er auf Steam; ich muss noch die russischen Texte aktualisieren die mir Andy_MB und alexandingenskirchen zukommen lassen haben.
Bin auch noch garnicht dazu gekommen die 1.52er bis jetzt zu testen... kommt der plötzlich mit einer neuen Version und paar coolen neuen Features :D

Perfekt um die derzeitige Patchdürreperiode zu überstehen und bis zum nächsten Spiel :)
Spami

Learn from yesterday, live for today, hope for tomorrow. The important thing is not to stop questioning.
- Albert Einstein

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Marvin Martian
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Post by Marvin Martian » Tue, 29. Sep 15, 21:46

für die 1.52 hab ich nochmal eine neuere Version, ich hab Andy_MB nochmal angeschrieben ob er mir die eine neue Phrase auch gleich noch für die kommende Version direkt übersetzt

Andy_MB
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Post by Andy_MB » Tue, 29. Sep 15, 22:21

Thanks!
...just found another bug:
Can not return to previous menu
Video - https://youtu.be/5ZNBifooVu4
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Marvin Martian
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Post by Marvin Martian » Tue, 29. Sep 15, 22:30

yes i know,
the reason is one of the return buttons is just a link to the previous menu, because a real return button load the previous call on click AND ESC, was in that case can be the same menu multiple times - that is much more worse

one solution would be no back-button - don't know what is better

Andy_MB
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Post by Andy_MB » Tue, 29. Sep 15, 23:41

I'll take a look at the script, I will try to analyze and write later...
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Andy_MB
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Post by Andy_MB » Wed, 30. Sep 15, 09:43

I make some changes in cue name="MM_Carriers_carrier"

note:
then You use - sectionprefix="mmca_carrier" and many events return to the current Cue from it the same. For call use - <add_player_choice> !

<add_player_choice_sub> - triggered to next section menu level
<add_player_choice> do not triggered to next section menu and "Return button" exits to previous menu correctly!
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Marvin Martian
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Post by Marvin Martian » Wed, 30. Sep 15, 13:53

Thank you, good solution, i adopt it into the skript and add your translation

new Version 1.53
- some Bugfixes
- acoustic feedback on Squadmanager for split/create Squads
- fast dock and undock of figherts (like cheat, but can disabled)
- on conversation with the Captain, under Attack ... the known "Command Squad" shows up now "Start (Fighters)" in case all fighters are docked

Andy_MB
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Post by Andy_MB » Wed, 30. Sep 15, 15:28

Good job!
I will try Your addon.
Now I'll order to mercenaries Split (gangrene Chaser). I do not spoil relations by self -boarding.
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Marvin Martian
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Post by Marvin Martian » Wed, 30. Sep 15, 16:39

just another update

Version 1.54
conversation point on (a Carrier assigned) Pilots to command start or dock the Ship/Squad in case the (direct) commander is a carrier

so it is possible to start or dock a single Ship or Squad

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Metalloman
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Post by Metalloman » Sun, 11. Oct 15, 14:19

Hi Marvin Martian,

I posted a comment in the steam workshop, with some suggestions: I hope you will consider them if you think they could be useful. :)

Sorry if what I suggested is already in your mod: I tried to translate your OP with google translate but the result is a real mess and I didn't understand much... :D :P

In case would you care to explain me better how your mod work in english?
I would really appreciate it!

Thanks in advance,


Metalloman
Un imprenditore in X:

"Mio nonno aveva la stazione piccola.
Mio padre aveva la stazione grande.
Io ho la stazione grandissima.
Mio figlio si droga: sa che non potrà mai avere una stazione più grande della mia."

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Marvin Martian
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Post by Marvin Martian » Sun, 11. Oct 15, 15:43

i described not so much, so it is normal you not find much information in the OP ;)

About the suggestion:
The control of the fighters and ship is mostly in control of the regular game AI, because of that, i had not so much control about it

for repair you can also try (it is already in development) the MICT_supp8 http://forum.egosoft.com/viewtopic.php? ... 62#4556362 thats allow the shipengineer to repair other ships too - so fighters would be repaired at flight

Manual:
The mod adds commands by Captain/Pilot-conversation on
- Fighters (assigned to a carrier) Start/dock (this fighter with followers)
- Carrier, under the point "attack" you will find "start" (if all docked) or "command (for assigned that fly) fighters"

Under DO conversation you can
  • transfer
    • fighters (that not docked) from carrier to Skunk in Squad, or under escort command
    • fighters from Skunk-Squad to the carrier
  • Start/Dock Fighters
  • dock all drones (sometimes helpfull when they do nothing, just get killed)
  • split/create squads of fighters (assigned to carrier and not docked) - in case you want more then one squads like Drostan+2/4/6 Eterscel and get boring from thousend conversation with each Pilot
  • command fighters to do patrol/fight
    • in automatic generated squads
    • or alone/as squad they are (dedicated follower will follow)
  • options to configure some automatic behaviours
  • start all assigned Fighters to "flightschool", that makes all Pilots to 5-Star-Heros in a short while
Upcomming maybe (not decided yet) some more Fighter commands will be in the release, like
.. to send one fighter to each zone of a sector the carrier is
.. attack inventory-crates, mines, or asteroids in the zone (yes so usefull it sounds like)

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Metalloman
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Post by Metalloman » Sun, 11. Oct 15, 16:08

Many thanks for your explanation!

I'll try these options in game to see what will happen. :)
If questions will come to my mind I'll post them here, if you don't mind.
:D

About MICT mod I'm considering installing it, it's been some time now that I'm looking at it, and it's very interesting: will both mods integrate well, if installed?
Un imprenditore in X:

"Mio nonno aveva la stazione piccola.
Mio padre aveva la stazione grande.
Io ho la stazione grandissima.
Mio figlio si droga: sa che non potrà mai avere una stazione più grande della mia."

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Marvin Martian
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Post by Marvin Martian » Sun, 11. Oct 15, 18:59

yes they work together

but that _Supp8 is an addon of the MICT Mod and this one can work also alone, other parts not required

w.evans
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Post by w.evans » Sat, 7. Nov 15, 19:52

Bug report. Using X:R 4.00b2 with Carriers 1.56

Was in Buried Treasure, carrier was in Forlorn Armory, captured a Domelch.

Had the carrier launch fighters, added the Domelch into a squad under a Drostan that was assigned under the carrier, Domelch started to go to the carrier.

Told the carrier's DO to dock all fighters.

Domelch shows "Dock at CV(H) 01 - Arawn" but is not moving. (It's kind of constantly turning, but engines are not active, and it's not moving.)

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Marvin Martian
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Post by Marvin Martian » Sat, 7. Nov 15, 20:45

don't know exactly whats happend with that beta, but i had the feeling 400b2 is buggy about the get_safe_pos and movement functions

sometimes it works, but sometimes the results completely weird

do you use "slow" oldschool docking or the "fast" method?

w.evans
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Post by w.evans » Sat, 7. Nov 15, 20:56

Fast. Appears to work without a hitch when in-zone, and when the carrier and the fighter are in the same zone. Called the carrier to the zone where I was, had the carrier's DO launch fighters, and waited for the Domelch to join the squad, then had them dock.

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Marvin Martian
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Post by Marvin Martian » Sat, 23. Jan 16, 11:42

Version 1.57 für die Beta von XR 4.00, funktioniert NICHT mit der 3.61 oder älter

für die Steam-Workshop-Version
http://www.dwa.he-hosting.de/Carriers-l ... teamHF.zip
einfach die ext_02 Dateien zu den aktuell vorhanden ext_01 in den carriers/ Ordner kopieren
-----

add Carrier 1.57 for XR 4.00 Beta, do not use with XR 3.61 or older

for the Steam-Workshop-Version
http://www.dwa.he-hosting.de/Carriers-l ... teamHF.zip
copy ext_02 files of the Hotfix into existing carriers/ folder, additional to ext_01
Last edited by Marvin Martian on Fri, 1. Apr 16, 17:14, edited 2 times in total.

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Tamina
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Post by Tamina » Sat, 23. Jan 16, 17:02

Fehlt eigentlich nurnoch dein Universumshändlerstationsmod (Deeeeeeeutsch!!!) für die 4.0 Veröffentlichung :D
Funktioniert der eigentlich noch?

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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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 じしf_, )ノ 

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Marvin Martian
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Post by Marvin Martian » Sat, 23. Jan 16, 17:16

der http://forum.egosoft.com/viewtopic.php?t=385446 ? der ist doch mehrsprachig :?
ich greife dabei auch möglichst auf vanilla Phrasen zurück damit es in den wesentlichen Bereichen mit jeder offiziellen Sprache funktioniert

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