[MOD] BetterAutoAim

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w.evans
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[MOD] BetterAutoAim

Post by w.evans » Sun, 11. Jan 15, 16:22

Quick and cheap tweak that widens the angle at which the Skunk's aim assist works.

Targeting a ship or a subsystem locks the Skunk's primary gun on that target, and fires on the target regardless of where the targeting reticle, or your cursor, is oriented.

Autoaim works for all guns EXCEPT the beam weapons. Those snap to your cursor by default, although the angle at which it snaps to the mouse cursor is widened in v0.02.

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14.Jan.2015 - updated to v0.02

Widens the aim assist angle to 75.0 (Was 7.5). It is now correctly at 75 degrees, was limited by the mouseaim angle. Also widens the angle for beam weapons to 75.0 (This is just beyond your sight angle from the Skunk's cockpit.)

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Installation:

Extract into your "extensions" directory.

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Uninstallation:

Delete the folder "w.e_BetterAutoAim" from your "extensions directory.

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Compatibility:

Alters a single attribute [/parameters/playerflight/aimassist/@angle], so should be compatible with anything that doesn't alter that line. (Nothing does, as far as I know.)

Does not alter saved games.

This mod is current as of X:R 4.00
Compatible with X:R 3.61

Compatible with Windows, Linux, and Mac versions of X Rebirth.

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Available here:

http://www.nexusmods.com/xrebirth/mods/438/?

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Check out my other mods for X Rebirth:
MarineRebalance,
SmalltalkHack,
Epic Capital Ship Shields,
Station Engineers,
Engineer Drone Fix,
Slightly More Useful Plot Station,
DockAllDrones,
Miscellaneous OOZ Combat Tweaks,
Miscellaneous IZ Combat Tweaks,
DifficultyHack
Last edited by w.evans on Tue, 1. Mar 16, 08:16, edited 17 times in total.

Sabre6
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x3tc

Post by Sabre6 » Tue, 13. Jan 15, 00:21

Going to check this out!!

antoniut
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xr

Post by antoniut » Tue, 13. Jan 15, 01:41

Endorsed 8)

w.evans
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Post by w.evans » Tue, 13. Jan 15, 07:18

Thanks, antoniut.

@Sabre6, Enjoy!

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Baconnaise
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Post by Baconnaise » Wed, 14. Jan 15, 09:32

Nice job!

w.evans
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Post by w.evans » Wed, 14. Jan 15, 09:36

Thanks! Would have liked to extend the auto aim angle further, but it's either hard-capped or is capped by this line.

Code: Select all

<mouseaim angle="30" />
Haven't had much time to test and play lately though.

w.evans
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Post by w.evans » Wed, 14. Jan 15, 10:27

14.Jan.2015 - updated to v0.02

Widens the aim assist angle to 75.0 (Was 7.5). It is now correctly at 75 degrees, was limited by the mouseaim angle. Also widens the angle for beam weapons to 75.0 (This is just beyond your sight angle from the Skunk's cockpit.)

_____

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 18. Jan 15, 10:39

This sounds fun, thanks.

Just to note, it isn't clear from the OP whether it works with beam lasers or not.

w.evans
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Post by w.evans » Sun, 18. Jan 15, 11:17

Thanks, Sparky. Updated the OP. Should be clearer now, although I just woke up, so it might also be more obfuscated.

As far as I know, autoaim doesn't work with beam weapons (unless I'm stupid, which I am). Beam weapons always seem to snap to the mouse cursor rather than locking on to the selected target. Possibly a gameplay thing to counteract the 100% accuracy. v0.02 does, however increase the angle at which beam lasers snap to cursor.

Just realized that I don't know how this would work with a joystick. Don't have one, so can't test.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 18. Jan 15, 11:29

Hehe, just got up myself so I consider it luck that I made sense :)

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Simoom
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Post by Simoom » Wed, 25. Feb 15, 19:14

Good mod, w.evans! :) Almost as good as having a turret, haha!

w.evans
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Post by w.evans » Wed, 25. Feb 15, 19:28

He he. Thanks! Cheers!

birdtable
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Post by birdtable » Fri, 27. Mar 15, 18:53

Has anything changed with the game/targeting .. I use joystick and have very recently found targeting more frustrating...
Example .. I only use guns for boarding, no missiles/drones etc and the usual sequence for my game is to ( e.g Taranis/Arawan) to secure safe spot at rear of ship and reduce attacks from fighters/urv's first.. but it appears that now targeting highlights through structures and no longer what is in view first and find that I now have to cycle through every possible enemy to find the one in my eye line and then repeat cycle .... Maybe Ego have just increased the amount of defensive fighter/drones so it appears more of a problem.
Would it be possible :) to able to switch from 75 to 7.5 at vital moments..?

w.evans
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Post by w.evans » Fri, 27. Mar 15, 19:13

Hey birdtable,
birdtable wrote:Would it be possible :) to able to switch from 75 to 7.5 at vital moments..?
Won't fix your problem. This mod doesn't change target selection, just the angle at which weapons fire on target.

birdtable
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Post by birdtable » Fri, 27. Mar 15, 20:58

I realise now the error of my logic.... :(
Why would targeting not target what's is actually shooting at you nor target what is in front of you .... sorry, not a question just expressing my frustration..Thanks for the answer... :)

w.evans
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Post by w.evans » Fri, 27. Mar 15, 21:09

Sorry for the rather curt reply. Was between things.

Have you tried mapping "target object" (default: shift-F) to a button on your joystick? Not sure if that does what you're describing (target what's right in front of me) because I play with keyboard and mouse and I just click at what I want to target. (Or use shift-E when dogfighting.)

birdtable
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Post by birdtable » Fri, 27. Mar 15, 21:17

Not curt ... :) just succinct....
required keys mapped to joystick...... mouse control would solve targeting but do not like mouse control ......
"next target" would be fine if it did not start 20 to 30 targets down...
Ah well have to change target ships .... Thanks.

w.evans
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Post by w.evans » Sun, 28. Jun 15, 09:03

Compatibility update - should now be compatible with Linux and Mac versions.

Windows users need not re-download.

However, I am unable to verify compatibility since I don't have access to a box running Linux or whatever they're calling the Mac OS at the moment, so feedback on this would be greatly appreciated.

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