[SCRIPT] Reduced Enemy Missiles
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[SCRIPT] Reduced Enemy Missiles
I rewrote several of the stock fight scripts to reduce the amount of "missile spamming" that enemies do now. These scripts will bring the missile fire rate back down to X3 Reunion levels (approx 5-10% chance). What prompted me to do this was that I started a custom game and was getting missile-spammed (5-10 missiles per encounter) even when attacking a small group of Pirates. Tough to survive that in a Buster. Looking at the scripts, they pretty much just unload on you 35-100% of the time. That's too much for a pilot like me, .
Enjoy!
-Grax
SPK
[ external image ]
RAR archive
[ external image ]
Enjoy!
-Grax
SPK
[ external image ]
RAR archive
[ external image ]
Last edited by Graxster on Fri, 28. Nov 08, 04:28, edited 1 time in total.
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- TheCoolSideofthePillow
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- DrBullwinkle
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MonkeyBananas wrote:Is this compatible with AP?
Probably not, because it modifies the vanilla scripts.
But you do not need it in AP, because AP already nerfs missiles from TC levels.
Set your turrets to "Missile Defense" and/or use Mosquito Missile Defense if you are having trouble dealing with missiles.
Peace through superior firepower
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When I open the file !fight.attack.object.std.pck from Reduced Enemy Missiles in X-Studio, I get this message:
Unable to identify the document type, the file may be damaged or unsupported.
It also doesn't open in X3 Editor 2, and the in-game script editor doesn't list any of the scripts that begin with an "!".
Can you recommend anything that will allow me to get at the code in this file?
Unable to identify the document type, the file may be damaged or unsupported.
It also doesn't open in X3 Editor 2, and the in-game script editor doesn't list any of the scripts that begin with an "!".
Can you recommend anything that will allow me to get at the code in this file?
bibo ergo sum
- X2-Illuminatus
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The file is okay and not damaged, as far as I can tell.
There are two easy ways two unpack .pck script files:
1. Extract the file with 7zip and add the file extension .xml to the extracted file. For this to work, the option to show file name extensions has to be enabled within your OS.
2. Open the Cat manager from the X3 Editor 2 (under Plugins). Under "File" create a new catalog (name and location doesn't matter). Drag the .pck script file to the now open window of your newly created cat in the X3 Editor 2. In the "Add Files" dialog, leave everything as it is (default settings should be "Compress: Check Compression Filter", "Compression: Automatic" and "If already exists: Ask") and press "OK". The pck file was now added to your cat. Now in the X3 Editor 2 click on the "Extract files" symbol. Select the destination location and if it isn't already, enable the option to "Decompress compress files". Afterwards hit "OK". At specified location, you will now find the .xml script file.
The first method is faster for single files. While the second is bit more complicated, but allows you to easily unpack a whole script package of pck files or all scripts from the scripts folder.
There are two easy ways two unpack .pck script files:
1. Extract the file with 7zip and add the file extension .xml to the extracted file. For this to work, the option to show file name extensions has to be enabled within your OS.
2. Open the Cat manager from the X3 Editor 2 (under Plugins). Under "File" create a new catalog (name and location doesn't matter). Drag the .pck script file to the now open window of your newly created cat in the X3 Editor 2. In the "Add Files" dialog, leave everything as it is (default settings should be "Compress: Check Compression Filter", "Compression: Automatic" and "If already exists: Ask") and press "OK". The pck file was now added to your cat. Now in the X3 Editor 2 click on the "Extract files" symbol. Select the destination location and if it isn't already, enable the option to "Decompress compress files". Afterwards hit "OK". At specified location, you will now find the .xml script file.
The first method is faster for single files. While the second is bit more complicated, but allows you to easily unpack a whole script package of pck files or all scripts from the scripts folder.
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ok, got the second method to work on a newly downloaded copy of reduced.enemy.missiles.rar, thanks for the info.
Kind of hard to read in X-Studio, blue on black is barely legible.
[Edit: fixed that in the preferences]
Once I get the differences between the two versions of !fight.attack.object.std.xml figured ouit and, hopefully, combined in a single version that works with both packages, I just reverse the process to make a .pck file to use instead of the two I started with?
Edit: Is there another HTML editor that can read these nonstandard HTML files? It's difficult to do a side-by-side comparison of two files in X-Studio (or I haven't found out how to do it).
Kind of hard to read in X-Studio, blue on black is barely legible.
[Edit: fixed that in the preferences]
Once I get the differences between the two versions of !fight.attack.object.std.xml figured ouit and, hopefully, combined in a single version that works with both packages, I just reverse the process to make a .pck file to use instead of the two I started with?
Edit: Is there another HTML editor that can read these nonstandard HTML files? It's difficult to do a side-by-side comparison of two files in X-Studio (or I haven't found out how to do it).
bibo ergo sum
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ok
Both versions have changes that are different, so I took the (smaller) change from the SCS version and migrated it to the REM version, which I am calling "SCS-REM Compatibility Patch". I am going to try to make a !fight.attack.object.std.pck out of the !fight.attack.object.std.xml file now and see how far I get with it.
Both versions have changes that are different, so I took the (smaller) change from the SCS version and migrated it to the REM version, which I am calling "SCS-REM Compatibility Patch". I am going to try to make a !fight.attack.object.std.pck out of the !fight.attack.object.std.xml file now and see how far I get with it.
bibo ergo sum