[MOD-WIP] SkunkTurrets v0.01 Early Alpha, try it and give me some ideas. :)

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iforgotmysocks
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[MOD-WIP] SkunkTurrets v0.01 Early Alpha, try it and give me some ideas. :)

Post by iforgotmysocks » Sat, 11. Oct 14, 01:08

Hey guys,

swatti requested a turret for the skunk: http://forum.egosoft.com/viewtopic.php?t=372207

So...:

You need to install SideBarExtender by Philipp Offensand for the menu options to work.
Either download it from this page's files, or better visit his page and leave a thanks. :)

Requires a new save. This mod is highly experimental yet, and you might not be able to remove it just yet! Very very early Alpha! ^^

Yep, the Skunk is getting turrets.
Link: http://www.nexusmods.com/xrebirth/mods/421/?
Sadly it was never planned by egosoft to give the Skunks turrets, thats why there are almost no models, which fit on the skunk.
I'll keep working until i manage it anyway to give it some proper turrets.

Well, you get at least one by now. :)

You can set the turretaggression at: Menu (enter) -> Modes (1) -> Change Turret aggression level (6)
Set to active, the ai uses following prioritization: drones - m -> cap ship surface elements -> cap ships -> station surface elements.
Passive is pretty much shooting what shoots you.

Try it and give me some feedback please. ^^
Give me all the bugs you can find, give me ideas what to improve, where to place the turret or others. :)

To-do:
- The Defense Officer who is currently "hanging" in the skunk need alot love, because there is pretty much no interaction possible right now.
- Turrets need to be install/deinstallable
- More Turrets
- Further improvements of ai scripts
- Other turret models, effects, positions, types?

And i think its time for a thank you to UniTrader, who has been playing notion ping pong with me for quite some time now.
You've been helping me alot buddy, thanks. :)
Last edited by iforgotmysocks on Tue, 14. Oct 14, 19:53, edited 6 times in total.

iforgotmysocks
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Post by iforgotmysocks » Sat, 11. Oct 14, 11:50

Little update:

I'm currently writing the aiscript for the new turrets, once this is done i'm going to release the alpha. :)

Why am i completly rewriting the aiscript for the skunk turrets?
Because its simply rediculous how stupid and uneffective vanilla turrets act.... :O

swatti
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Post by swatti » Sat, 11. Oct 14, 14:30

Any chance you could bring back the "vanilla" chaingun effect while at it. Shooting red pew pews is plain boring and the chainguns back in vanilla really looked awasome.

iforgotmysocks
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Post by iforgotmysocks » Sat, 11. Oct 14, 16:34

swatti wrote:Any chance you could bring back the "vanilla" chaingun effect while at it. Shooting red pew pews is plain boring and the chainguns back in vanilla really looked awasome.
I'll try. I just want to write a good ai script first, then i have all the time i need to worrie about the good looks and customization. :)

Hope thats fine with you. ^^

swatti
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Post by swatti » Sat, 11. Oct 14, 16:35

Yes of course!

In X3 fighter turrets were just rotating "gun model" - If there is one, it would suffice very well.

nazcarspider
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Post by nazcarspider » Sat, 11. Oct 14, 16:44

Its looking awesome. Great work socks. Take your time and get it right.
looking forward to some ACE dogfighting with this mod.

nazcarspider :D

iforgotmysocks
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Post by iforgotmysocks » Sat, 11. Oct 14, 17:12

swatti wrote:Yes of course!

In X3 fighter turrets were just rotating "gun model" - If there is one, it would suffice very well.
Thats quite the problem yet, there aren't much models which actually fit on the skunk.

I need to find some graphics guy who might be able to shrink them.
Until then i don't have much of a choise there. ^^

swatti
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Post by swatti » Sat, 11. Oct 14, 17:16

nazcarspider wrote:...
looking forward to some ACE dogfighting with this mod.
You mean sitting still, eating something un-healthy and watching turret eat away red markers off radar...

... cause i am :twisted:

iforgotmysocks
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Post by iforgotmysocks » Sun, 12. Oct 14, 17:53

Yap, you can do that. :p
But you might wanna move, if you don't want to get blown up. xD


Little update on things:

Aiscripts look ok so far, i've created 3 options for the aggression level the player can set for the turrets. Aktiv, passive and disabled.

The turret works pretty good already, but there are still some things to work on.

Current Problems:
- [Edit] Turret can't be repaired yet
- Player can't interact with the Defense Officer onboard (i'm gonna ignore this one for now, it shouldn't do any harm)
Last edited by iforgotmysocks on Mon, 13. Oct 14, 10:33, edited 1 time in total.

swatti
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Post by swatti » Sun, 12. Oct 14, 18:41

"Dis gonna be GOOOOOD!"

wwdragon
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Post by wwdragon » Sun, 12. Oct 14, 18:53

iforgotmysocks wrote:- Ship can't be repaired anymore
That's a huge problem! :shock:
Editing posts since long before I remember.

iforgotmysocks
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Post by iforgotmysocks » Sun, 12. Oct 14, 20:01

wwdragon wrote:
iforgotmysocks wrote:- Ship can't be repaired anymore
That's a huge problem! :shock:
Nah its a feature. ;x
Just a new difficulty mode. xD

Edit:
Okay, ship can be fixed again, but the turret can't just yet.

iforgotmysocks
Posts: 1104
Joined: Fri, 8. Nov 13, 23:35
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Post by iforgotmysocks » Mon, 13. Oct 14, 23:17

You need to install SideBarExtender by Philipp Offensand for the menu options to work.
Either download it from this page's files, or better visit his page and leave a thanks. :)

Requires a new save. This mod is highly experimental yet, and you might not be able to remove it just yet! Very very early Alpha! ^^

Yep, the Skunk is getting turrets.
Link: http://www.nexusmods.com/xrebirth/mods/421/?
Sadly it was never planned by egosoft to give the Skunks turrets, thats why there are almost no models, which fit on the skunk.
I'll keep working until i manage it anyway to give it some proper turrets.

Well, you get at least one by now. :)

You can set the turretaggression at: Menu (enter) -> Modes (1) -> Change Turret aggression level (6)
Set to active, the ai uses following prioritization: drones - m -> cap ship surface elements -> cap ships -> station surface elements.
Passive is pretty much shooting what shoots you.

Try it and give me some feedback please. ^^
Give me all the bugs you can find, give me ideas what to improve, where to place the turret or others. :)

And i think its time for a thank you to UniTrader, who has been playing notion ping pong with me for quite some time now.
You've been helping me alot buddy, thanks. :)

swatti
Posts: 1255
Joined: Sun, 7. Dec 03, 13:03
x4

Post by swatti » Tue, 14. Oct 14, 10:03

Any chance to make this work with an EXISTING save? I dont want to leave my huge fleet and station empire.

iforgotmysocks
Posts: 1104
Joined: Fri, 8. Nov 13, 23:35
x4

Post by iforgotmysocks » Tue, 14. Oct 14, 10:20

swatti wrote:Any chance to make this work with an EXISTING save? I dont want to leave my huge fleet and station empire.
Yap, better usablilty is the next big point that i'm gonna start working on. ^^

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