[SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

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[SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Sat, 1. Apr 23, 19:52

===================================================
Script: Deployable Orbital Weapon Platforms
Version: V1.01
Author: Cycrow
Created: 2023/04/02
Game: X3: Farnhams Legacy 1.3
Requires: Unofficial Patch 1.3.5+
===================================================

:arrow: Downloading Install via the Plugin Manager

:arrow: Requirements
  • Must be install via Plugin Manager
  • Unoffical Patch 1.3.5+
:arrow: Introduction:

This scripts add Orbital weapons platforms that you can by from shipyards and deploy via your own TL

:arrow: Usage:

You can find the Oribital Weapons Platforms available from various shipyards (Argon, Split, Terran & Pirates)
Load them onto your TL and deploy them from the TL's Freight Bay

Once deployed they cant be packed up again, but can be moved via Tractor Beam.
They come preinstalled with Shields but require you to install your own weapons

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.00 : 2023/04/01

Post by rudi_pioneer » Sat, 1. Apr 23, 22:57

Aw yis, gate defenses here i come! Is there rough range of influence? like 5km radius?

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Sun, 2. Apr 23, 04:56

Updated: 1.01

Fixes setup script when reloading

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Agimar » Sun, 2. Apr 23, 09:17

YEEEEEHAAAAAA :D

Does it work with existing savegames?

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Sun, 2. Apr 23, 13:16

Yes it should work fine for existing saves

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by rudi_pioneer » Thu, 6. Apr 23, 06:43

Do I need to do anything special when deployed? I deployed one at gate entrance with 15 CIGs, and P kept attacking it, where P was not losing shields but platform was. I've set platform to 'attack all' to see if that will help next time.

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Fri, 7. Apr 23, 12:05

setting the command should work. I tested it with attack all and it attacked the ships just fine.

i will make it start the command automatically when deployed in the next version.

The idea is that you can use the command console to control when and what it might attack

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by rudi_pioneer » Fri, 7. Apr 23, 16:15

Confirmed, attack all works great

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by alexalsp » Tue, 18. Apr 23, 21:08

After update 1.3.6, on shipyards =READTEXTЕ= instead of Weapons Platform names.
Reinstalling mod helped.

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Wed, 19. Apr 23, 13:06

Not really sure what might have caused that.

The texts are from the base game, so should be unaffected by the patch

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Vovanoff » Sun, 30. Apr 23, 22:11

Deployable Orbital Weapon Platforms
Если отправить корабли защищать позицию - выбрать платформу (у меня большая) то они летят в центр сектора и там тупят.

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by alexalsp » Sun, 30. Apr 23, 23:03

Vovanoff wrote:
Sun, 30. Apr 23, 22:11
Deployable Orbital Weapon Platforms
Если отправить корабли защищать позицию - выбрать платформу (у меня большая) то они летят в центр сектора и там тупят.
Translation

If I send ships, with the command - "Defend Position", and select the Gun Platform (I have a large one), then the ships fly to the center of the sector and do not know what to do next.

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X2-Illuminatus
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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by X2-Illuminatus » Sun, 30. Apr 23, 23:19

How do you select the coordinates of the defend position command? As explained here the UI behaviour of entering coordinates was changed in X3FL in comparison to previous X3 games.
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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Vovanoff » Mon, 1. May 23, 20:01

X2-Illuminatus wrote:
Sun, 30. Apr 23, 23:19
How do you select the coordinates of the defend position command? As explained here the UI behaviour of entering coordinates was changed in X3FL in comparison to previous X3 games.
Thank you for the clarification

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Wing2137 » Sat, 27. May 23, 02:11

Heyo.

I'm trying to install this mod with the plugin manager, but it keeps saying that I need the "Unofficial Patch V1.3.5 by Cycrow" in order to install it. The thing is... I have 1.3.8 installed. Is it not yet compatible for later versions of the unofficial patch? The OP states 1.3.5+ is required which gave me the assumption that this mod should work even on a higher version. Or perhaps I'm just doing something wrong? :/

EDIT: Actually, I think I know what it is. I have the unofficial patch installed manually. I grabbed the zip file in that thread to install it. I like to install stuff manually like that in case I decide to edit anything in the X3 Editor. Could I perhaps have a manual install zip file for this mod as well? I'd really appreciate it! :) Also just to clarify, the plugin manager does state that I have 1.3.8 installed. I just suspect that the "Orbital Weapons Platforms" mod doesn't think I have the unofficial patch because it's not installed the same way.

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Sat, 27. May 23, 02:22

Yes you need the unoffical patch to be installed via the plugin as it can only check dependencies with packages installed via the plugin manager.

A manual zip file won't work for this as it needs a custom ware that is generated by the plugin manager, this will be missing if installed manually.

If you edit any files, the easiest solution would be to save the files out to a seperate mod file. Although installing the patch via the plugin manager shouldn't really make any difference.

The other option is to edit the spk file in the created and remove the dependency which will allow it to install

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by stevecs » Mon, 10. Jul 23, 03:08

Just tried installing this with your plugin manager. Have Unofficial Patch 1.3.10 installed (via spk) and tried adding this (v1.01-02.04.2023) via spk but the plugin manager still gives the error that unofficial patch 1.3.5 is needed. Is there a problem here where 1.3.10 is NOT an update to 1.3.5?!? Or a problem with the check that it's not recognizing that .10 is > .5 ?

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Mon, 10. Jul 23, 17:27

This is a bug in the plugin manager version checker. It'll be fixed in the next update.

The issue is that it was being treated as a decimal. This means that .5 is higher than .10

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Muwulafraga » Mon, 14. Aug 23, 13:46

hello it would be possible to have a manual installation of the mods ?

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Re: [SCRIPT] Deployable Orbital Weapons Platforms : V1.01 : 2023/04/02

Post by Cycrow » Mon, 14. Aug 23, 14:02

No it's not possible as it uses custom wares and relies on a generated wares file

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