[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)
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- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)
Yorrick's Astromechs 1.1
================
Update to 1.1
-------------
Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.
What is it?
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All small + medium ships gain an ai engineer to regen hull up to 75% with vanilla engineer functionality. The engineer is setup as a 'computer/droid' entity so does not show in the crew roster (aka xenon crew). The engineer takes 10-15 seconds to start repairing after the hull takes damage so dogfights will only get harder if you are slow at killing the opponent
The mod should be compatible with pretty much everything out there including mods that make the ai repair to 100% as long as they patch the xml cleanly.
Known Issues
----------------
Does not work correctly in games started before patch 2.20.
To do
-------
Add R2-D2 including sound effects to the skunk
[ external image ]
================
Update to 1.1
-------------
Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.
What is it?
-------------
All small + medium ships gain an ai engineer to regen hull up to 75% with vanilla engineer functionality. The engineer is setup as a 'computer/droid' entity so does not show in the crew roster (aka xenon crew). The engineer takes 10-15 seconds to start repairing after the hull takes damage so dogfights will only get harder if you are slow at killing the opponent
The mod should be compatible with pretty much everything out there including mods that make the ai repair to 100% as long as they patch the xml cleanly.
Known Issues
----------------
Does not work correctly in games started before patch 2.20.
To do
-------
Add R2-D2 including sound effects to the skunk
[ external image ]
Last edited by YorrickVander on Sat, 10. Jan 15, 23:43, edited 2 times in total.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
Finally there it is.
I hope you don't mind that I am going to increase the repair start time as I think 15seconds is a little bit fast, especially when taking on multiple enemies at once... then fighter 1 starts repairing again while fighter 2 keeps you busy.
Greetings
Tamina *(^-^)*
I hope you don't mind that I am going to increase the repair start time as I think 15seconds is a little bit fast, especially when taking on multiple enemies at once... then fighter 1 starts repairing again while fighter 2 keeps you busy.
Greetings
Tamina *(^-^)*
Code: Select all
Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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- Moderator (English)
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- NZ-Wanderer
- Posts: 1623
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I already got an engineer on Skunky (I think Transcend puts him there) - and I cannot fire him or anything, so I hope I don't end up with two of them on Skunky
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
Yeah observes code for that is old and broken search his name in save file and edit it outNZ-Wanderer wrote:I already got an engineer on Skunky (I think Transcend puts him there) - and I cannot fire him or anything, so I hope I don't end up with two of them on Skunky
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
Nothing is yet added to the skunk, so no issue either way. The skunk can have multiple engineers aboard of course. The r2 d2 thing is just a nice idea for later on. I have however no skill with 3d stuff so converting a model for the game is not my thing to do.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Thanks for that, I will do thatYorrickVander wrote:Yeah observes code for that is old and broken search his name in save file and edit it out
OK, onboard engineer all edited out, now I presume your R2D2 one is just there?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: [MOD] Astromech Droids (s + m ships self repair) (15th Oct '14)
Do want!YorrickVander wrote:Add R2-D2 including sound effects to the skunk Smile
Editing posts since long before I remember.
- YorrickVander
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- Moderator (English)
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Just tried the 3.0 Teladi Outpost start with the 3 free Gigurums. I shot them all to ~50% hull and after the pause, they began to self-repair.
Interestingly, one is currently at 84% so it looks like this mod is compatible with the 3.0 change that lets ships self-repair up towards 90% depending on Engineering skill
(not sure what the the pilot Engineering skill levels are as they are displayed as "?")
For info, the following appeared in the debug log:
Interestingly, one is currently at 84% so it looks like this mod is compatible with the 3.0 change that lets ships self-repair up towards 90% depending on Engineering skill
(not sure what the the pilot Engineering skill levels are as they are displayed as "?")
For info, the following appeared in the debug log:
[General] ======================================
[=ERROR=] Cannot match path '//start_script[@object='$ship.pilot'][1]' in patch file 'extensions\yorrickastromechs\md\npc_shiptrader_small.xml'. Skipping node.
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
sparky - thanks for testing : fyi the pilots engineering skill is not used, a 'hidden' engineer is added and runs off the main engineering ai.
As to the error log, known and relatively unimportant as the jobs spawn cue will catch this too. Will be fixed though for tidiness.
As to the error log, known and relatively unimportant as the jobs spawn cue will catch this too. Will be fixed though for tidiness.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
Update to 1.1
-------------
Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.
Can't believe how long it took me to see that copy paste derp. -shakes head in wonder-
Mod now working as intended.
-------------
Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.
Can't believe how long it took me to see that copy paste derp. -shakes head in wonder-
Mod now working as intended.
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59