[MOD] Manual Command Extension v0.10.2 {Discontinued}

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Jack08
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[MOD] Manual Command Extension v0.10.2 {Discontinued}

Post by Jack08 » Mon, 18. Nov 13, 16:20

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Manual Command Extension
The Manual Command Extension is a mod designed to give you control over basic ship commands that were missing from the games release.

Download:
v1.18 Compatilbity release.
http://download.xtimelines.net/ManualCo ... onV012.zip


Words of Caution
Read This Heading!
These commands are powerful and experimental, please use your best judgement when dealing with them - for example if you have just told a ship to dock at a shipyard for refit, don't go and use any of the MCE commands, you could create potentially disastrous scenarios and deadlock your ship into doing nothing, as well as loosing the credits you just spent!

When a ship is doing a trade run, the MCE, for your own safety, Will not accept any input - Interrupting Trade scripts is not possible at this time, however trade cancel commands are planned for the future when i figure out a way to do them safely :)

Again, use your common sense!
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Currently Implemented Commands

Hold Position
Instruct the ship to stop moving and hold in its current location.

Follow Me
Instruct the ship to resume following you (after you told it to hold position)

Move to My Position
Instructs the ship to move to your current position and then hold. This is designed for capital ships so that you are able to move them rather then them simply sitting where they came out of jump

Refuel Jumpdrive
Instructs the ship to replenish its jumpfuel at the nearest friendly Energy Cell Recharging Station.

Escort Me
Instructs the ship to follow you in full combat readiness mode, note that currently this command may not work due to problems with the stock escort script.

Patrol Zone ...
Instructs the ship to patrol a target zone selected from the map.

Move To Zone...
Instructs the ship to move to the zone you select, and then holds position on arrival..

Abort Trades!
Abort Outstanding Trades and return any pre-allocated credits!

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Commands On the Drawing Board for the Future
Recall Drones
Attack...
Escort...
Enhanced Engineers - Repair Another Ship
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Instructions
To give a command to a ship, first you must add it to your squad.
When a ship is in your squad and you comm it (default key C, also accessible via property menu), select "New Order" and then select "Manual Commands" (2-4)
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Credits
  • Mad_Joker: For all his help, and assistance in fixing the Escort command.
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Last edited by Jack08 on Tue, 3. Dec 13, 01:03, edited 18 times in total.

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Tenlar Scarflame
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Post by Tenlar Scarflame » Mon, 18. Nov 13, 16:23

You are quick. :D
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snaxx
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Post by snaxx » Mon, 18. Nov 13, 16:31

Incredible. Thanks a ton, Jack.

Deleted User

Post by Deleted User » Mon, 18. Nov 13, 16:35

you delivered it on day 4.

I bet some of your ideas will be put into a patch.

Perkel
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Post by Perkel » Mon, 18. Nov 13, 16:44

oh man oh man oh man DAMN dude you are fast.


IT is amazing that mod like this exist already in current form. It bode well for future proper fleet command mode.

No someone needs to rework that radial shit UI and more important that delay

Eliyan
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Post by Eliyan » Mon, 18. Nov 13, 16:51

I'd also love to see an "attack..." command so my Arawn might actually start being of use.

Realspace
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great!

Post by Realspace » Mon, 18. Nov 13, 16:51

great mod! this is adressing 30% of the nightmares of the game..thank you!

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Petroph
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Post by Petroph » Mon, 18. Nov 13, 16:52

Wow, this is great. I can't wait to be able to tell my ships to escort. Perhaps they will actually return fire this time :P
Last edited by Petroph on Mon, 18. Nov 13, 17:18, edited 1 time in total.

stones1601
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Post by stones1601 » Mon, 18. Nov 13, 16:55

Amazing mate, thanks so much.

With so many quality mods and fixes already i'm going to need a extension to my extension folder :D

Zippe
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Post by Zippe » Mon, 18. Nov 13, 17:06

Thank you for your effort and dedication.

The commands seem to work fine (just played around with them a bit), but the current order next to the captain/pilot still says "Following Albion Skunk." in all instances. Which seems only to be cosmetic at this point.

jeroll3d
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Post by jeroll3d » Mon, 18. Nov 13, 17:08

Please, look the command 'move to may position' - error in here, grame crash.

:(
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Jack08
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Post by Jack08 » Mon, 18. Nov 13, 17:09

Its likely because egosoft just patched the game, and have modified a file i was relying on, investigating

jeroll3d
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Post by jeroll3d » Mon, 18. Nov 13, 17:12

Jack08 wrote:Its likely because egosoft just patched the game, and have modified a file i was relying on, investigating
Yes, thanks. :)

A question, the ships have 'collide avoid'... is functional to relation a station, por exemple? The big Ships use path to move our AI in original game?
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Post by Deleted User » Mon, 18. Nov 13, 17:14

what? a patch? what's in it?

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Jack08
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Post by Jack08 » Mon, 18. Nov 13, 17:16

Dark_Ansem wrote:what? a patch? what's in it?
http://forum.egosoft.com/viewtopic.php? ... 79#4214779

MutantDwarf
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Post by MutantDwarf » Mon, 18. Nov 13, 17:17

Dark_Ansem wrote:what? a patch? what's in it?
Patch notes are in the general discussions thread.

jeroll3d
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Post by jeroll3d » Mon, 18. Nov 13, 17:28

Patch 1.3 in Steam.
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Jack08
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Post by Jack08 » Mon, 18. Nov 13, 17:28

Release v0.02 - Compatibility with Egosoft Patch v1.13
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Scoob
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Post by Scoob » Mon, 18. Nov 13, 17:33

Nice, thanks Jack08.

Out of interest, what had the patch changed to affect your own changes? I mean, does it look like the devs are attempting to address similar things your mod does? Just curious.

Scoob.

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Jack08
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Post by Jack08 » Mon, 18. Nov 13, 17:35

Scoob wrote:Nice, thanks Jack08.

Out of interest, what had the patch changed to affect your own changes? I mean, does it look like the devs are attempting to address similar things your mod does? Just curious.

Scoob.
they added some code into the actions block of player.default.xml to try to resolve some of the trader issues with docking, a block that i issued a XML patch replacement on, so i had to incorporate there changes.

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