[MOD] Combat System Extension (v0.2) [Obsolete]

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Azalrion
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[MOD] Combat System Extension (v0.2) [Obsolete]

Post by Azalrion »

Closed

Check out: UFO by MadJoker instead.
Last edited by Azalrion on Mon, 2. Dec 13, 19:57, edited 4 times in total.
Dinoff
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Post by Dinoff »

is this compatible with manual command extensions? please say yes!
Azalrion
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Post by Azalrion »

Yep it is.
Mad_Joker
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Post by Mad_Joker »

Hi,

you should probably mention that for existing games you need to unassign existing defence officers and assign them again to the cap ship for this fix to work (yeah, I'm looking into fixing combat AI as well, and you beat me to publish this fix :) ).
Azalrion
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Post by Azalrion »

Ah thats an excellent point, thanks Joker.
Zakuak
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Post by Zakuak »

So how do we go about the reassign process? I do not have any option besides fire them and it appears even that option is not available on one of them lol...
jeroll3d
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Post by jeroll3d »

Please unify these commands

1 - Combat System Extension and Manual Comand Extension;

Thanks
Entusiasta da série X3! The best game.
Azalrion
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Post by Azalrion »

Zakuak, its a bit of a pain but you need to have a spare defence officer in the skunk and then you can say "replace current" when you say work here.

Jeroll3d, they are already completely compatible, while the same file is edited in both the xml patch method means we aren't attempting to change the same parts of that file.
Zakuak
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Post by Zakuak »

Awesome Az, that's no hassle considering all the hoops I've had to jump through lol.

On another note, My ME doesn't seem to work...The commands are displayed as some "read text 7775" or something like that
Azalrion
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Post by Azalrion »

Strange, I've had no compatibility issues at all, might be something to ask in Jack's thread.
lubatomy
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Post by lubatomy »

nice i had just figured out this change myself and was going to try and teach myself how to make a xml patch file to make it a mod as well. I guess im just a bit slow at that.
SparvieroGed
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Post by SparvieroGed »

I have a scaldis in mining operation ( i buy the ship after instal the mod ). An enemy fighters come and destroy a mining drone...than attack me.

The defense official was on attack. The scaldis doesn't fire a shot.
Azalrion
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Post by Azalrion »

Did the fighter ever attack the scaldis? I'm not totally sure that the UI for the defence officer ever does actually change its script to the offensive one, unfortunately nothing we can do about that at the moment.

The other option of course is change the default stance to aggressive when assigning an npc or providing a menu option / conversation option to change the script running that way.
Scoob
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Post by Scoob »

Thanks for this, very much needed! :)

Question:

To avoid going through the whole "dismiss" procedure for defence officers, would the following work?

Edit saved game to remove officer.

Load save and save again

Edit officer back in.

Load.

Just though it might be easiler than playing around in game. Not sure about averyone else, but every time I've tried to swap one crew member for another, the one returned to the Skunk is lost forever. That was back in v1.12 though, so if this works properly in v1.16 I'm happy to try it that way.

Cheers,

Scoob.
Azalrion
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Joined: Sat, 9. Nov 13, 11:31
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Post by Azalrion »

Unfortunately not with the way the mod works, I'll write something that will go through all player ships and set their defence npc's to the correct script.
Scoob
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Post by Scoob »

Azalrion wrote:Unfortunately not with the way the mod works, I'll write something that will go through all player ships and set their defence npc's to the correct script.
Ok, cool. I'll be sure to check it out later.

Cheers,

Scoob.
Azalrion
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Post by Azalrion »

Updated the mod, it should fix existing defence officers now.
Halconnen
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Post by Halconnen »

Any chance you can add a conversation option for the passive/aggressive toggle until Ego fixes the darn interface? :I
Azalrion
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Post by Azalrion »

Im uming an ahing about that at the moment, it would probably fit better in MCE otherwise you're starting to get to the point where conflicts are inevitable or you have one menu option for MCE and one menu option to change defence script.
Scoob
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Post by Scoob »

Azalrion wrote:Updated the mod, it should fix existing defence officers now.
Perfect, exactly what I need.

Scoob.

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