[MOD] Jäger auf Arawn landen

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UniTrader
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Post by UniTrader » Sun, 3. Apr 16, 00:35

caysee[USC] wrote:naja, ich ab gesehen, das die lastenURV schn mal aus ervschiedenen uken kommen.

aber is eh egl, da die Kampf URV und schiffe eh zu grosssind..

aber der sieht halt echt so gil wieein treager aus..:D mit der seitlichen buecke...ud demriesen flachen deck..D
Lastdrohnen funktionieren eh völlig verschieden von den Kampfdrohnen (sie nutzen ein temporäres Masstraffic-network) - glaube nicht dass man das für Kampfdrohnen nutzen könnte..

aber ich hatte iirc auch mal das problem, dass alle meine Gassammler-Drohnen aus einer Ramope kamen - das hab ich mittlerweite gelöst, vielleicht hilft mein dortiger Code ja hier auch weiter ;)
https://github.com/UniTrader/UTCommandA ... ources.xml (ab Zeile 135)
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 ;)

caysee[USC]
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Post by caysee[USC] » Sun, 3. Apr 16, 21:54

ja bin leider eben immer noch nich soweit, das ich das selber coden koennte..:D

aber ich arbeite dran..:D
CPU Typ HexaCore Intel Core i5-8600, 3100 MHz ( Boost 43 x 100)
Grafikkarte XFX Radeon RX 580 8 GB GDDR5
Arbeitsspeicher 32614 MB (DDR4 SDRAM)
Motherboard Name Asus ROG Strix H370-F Gaming
Win 10 64 bit

KEINE MODS

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Marvin Martian
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Post by Marvin Martian » Wed, 6. Apr 16, 14:00

Neues Update 2.18
beim Andockbefehl ist jetzt die Zone des Schiffs zu sehen, außerdem ist der Zoom (Sektor/Cluster....) verfügbar

außerdem gibt es einen neuen Befehl der es für Großschiffe ermöglicht Patrouillen auf feste Routen (mit aktuell max. 5 Wegpunkten) anzusetzen, statt nur einer Zone

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alexalsp
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Post by alexalsp » Wed, 27. Jul 16, 17:56


Andy_MB
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Post by Andy_MB » Fri, 2. Sep 16, 13:15

Aktualisiert Ereignisse. Einige S / M-Ingenieure waren verschwunden. Nur die Piloten.
Es sollte zu Beginn des NPC Engeneer ьberprьft werden? Falls nicht, kцnnen!

(sorry - translate.google.com)
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Marvin Martian
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Post by Marvin Martian » Fri, 2. Sep 16, 13:57

the Engineer will be added if necessary and removed as far the ship starts again, this is to limit the running AIs a bit
In case the Engineer is an "computer" he won't removed, this is about compatibility to any older "Droids-Mechanic" Mod

I you have any Mod to add "normal"-NPC Engineers at smallships, this behaivor is not intended

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Post by Andy_MB » Fri, 2. Sep 16, 15:35

I do not have MODs that affect the small ships and engineers.
But I have installed mod "New systems pack". It added new XL ships.
The newly created XL ships/systems can affect at your MOD?

And i have Debug log wthis many lines like this:

Code: Select all

[=ERROR=] 1186274.41 Error in MD cue md.NPC_Engineer.OnFired<inst:2757d>: Evaluated component 0x0 does not exist any more

[=ERROR=] 1186274.41 Error in MD cue md.NPC_Engineer.OnSendAway<inst:27744>: Evaluated component 0x0 does not exist any more

onHired ...
and...

Code: Select all

[=ERROR=] 1186274.41 Error loading MD file extensions\mm_carriers\md\AssignToCommander.xml: Ignoring root node 'diff' in XML file 'extensions\mm_carriers\md\AssignToCommander.xml'.
 
[=ERROR=] 1186274.41 Error loading MD file extensions\mm_carriers\md\Conversations.xml: Ignoring root node 'diff' in XML file 'extensions\mm_carriers\md\Conversations.xml'.
 
[=ERROR=] 1186274.41 Error loading MD file extensions\mm_carriers\md\NPC_Staff.xml: Ignoring root node 'diff' in XML file 'extensions\mm_carriers\md\NPC_Staff.xml'.
 
[=ERROR=] 1186274.41 Error loading MD file extensions\mm_carriers\md\Orders.xml: Ignoring root node 'diff' in XML file 'extensions\mm_carriers\md\Orders.xml'.
Xenon K have 2 assigned P , and one of htem have an engeneer.
Arawn have several ships docked and no one have an engeneer!
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Marvin Martian
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Post by Marvin Martian » Fri, 2. Sep 16, 16:13

doesn't ever had first debuglines in my game?

have you ever had a chat with an (by carriers created) Engineer?


the second output is normal behavior of XR (anoying but no problem at all) in case you have mod-files that patch something from vanilla MD/ and the mod is "extracted" (not use of cat/dat), but i think my mod is packed, similar to the Steamworkshop mod, so this shouldn't happend
the Mod-Folder in your log also looks not like regular (mm_carriers instead of carriers), did you extract the modfiles with rebirth-tools or similar?

Andy_MB
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Post by Andy_MB » Fri, 2. Sep 16, 16:35

1.I noticed a problem after I update version 1.53 to 2.19

2 I do not remember that I talked with engineers on the carrier(or docked M/S).

3. Yes, I unpacked version. Because I'm trying to understand the errors and suggest to the author. (As was the case with dialogue submenu)
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Andy_MB
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Post by Andy_MB » Tue, 13. Sep 16, 10:46

I reinstalled the game and the MOD.
In the 1st time when i dock s/m ship to an empty arawn, MOD gets an engineer to a new ship .
if I take this S/M in my squad and give it to arawn 2, then it does not get an engineer then the S/M dock at. The s/m hull is less than 70%!

may be my "engeneer problem" whis Xenon N/M/P ?
But i have Xenon P (undocked and asigned to Xenon K) whis an engeneer and 100% hull.

(now mod in cat/dat)

In what order to dock the ship, so it got an engineer?
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Marvin Martian
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Post by Marvin Martian » Tue, 13. Sep 16, 11:18

the Engineer will equiped to the ship in case the hull value is lower then the config (default 70, can adjust in carrier -> settings 50-89%)

a ship with engineer won't start then again as long the hull is below 70%, if it starts, the engineer will removed (and only then)
so you need to set the config-limit to 80 or more to get the engineer again on board (the 89 is based on the old engineer max repairlimit, maybe this should be adjust to 99 next time)

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Post by Andy_MB » Tue, 13. Sep 16, 15:27

For test i take arawn and 15 docked ships. Hull all 15 from 30% to 62%.
Tune in to 89%. I gave the command to undock and patrol.
No one came back to the dock for repairs!
I gave them commad "docked". Only then will all give the engineer.
It's good. Thank you.
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RC01-138
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Post by RC01-138 » Wed, 5. Oct 16, 14:53

fuktioniert dein mod auch wenn ich CWIR benutze? oder verursacht das "bugs"
War es nun rot, rot, grün? oder Grün, rot, rot?

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Marvin Martian
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Post by Marvin Martian » Wed, 5. Oct 16, 15:34

nein funktioniert
ggf. kann man hier aber das automatische andocken in der Konfiguration des Mods abstellen, da das dort verwendete Escort-Script die Jäger sowieso "nachzieht"

UniTrader
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Post by UniTrader » Wed, 5. Oct 16, 15:35

Da Marvin auch am CWIR-Mod mitarbeitet würde ich sagen da gibts keine probleme
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 ;)

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