[MOD] BetterAutoAim

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

w.evans
Posts: 2962
Joined: Tue, 18. Nov 14, 17:23
x4

[MOD] BetterAutoAim

Post by w.evans » Sun, 11. Jan 15, 17:22

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.

_____
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.)

_____
Installation:

Extract into your "extensions" directory.

_____
Uninstallation:

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

_____
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.

_____
Available here:

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

_____
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, 09:16, edited 17 times in total.

Sabre6
Posts: 89
Joined: Wed, 18. Apr 07, 02:04
x3tc

Post by Sabre6 » Tue, 13. Jan 15, 01:21

Going to check this out!!

antoniut
Posts: 197
Joined: Sat, 4. Oct 14, 13:07
xr

Post by antoniut » Tue, 13. Jan 15, 02:41

Endorsed 8)

w.evans
Posts: 2962
Joined: Tue, 18. Nov 14, 17:23
x4

Post by w.evans » Tue, 13. Jan 15, 08:18

Thanks, antoniut.

@Sabre6, Enjoy!

User avatar
Baconnaise
Posts: 476
Joined: Sat, 23. Nov 13, 16:50
xr

Post by Baconnaise » Wed, 14. Jan 15, 10:32

Nice job!

w.evans
Posts: 2962
Joined: Tue, 18. Nov 14, 17:23
x4

Post by w.evans » Wed, 14. Jan 15, 10:36

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
Posts: 2962
Joined: Tue, 18. Nov 14, 17:23
x4

Post by w.evans » Wed, 14. Jan 15, 11:27

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
Moderator (English)
Moderator (English)
Posts: 7519
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Sun, 18. Jan 15, 11:39

This sounds fun, thanks.

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

w.evans
Posts: 2962
Joined: Tue, 18. Nov 14, 17:23
x4

Post by w.evans » Sun, 18. Jan 15, 12:17

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
Moderator (English)
Moderator (English)
Posts: 7519
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp » Sun, 18. Jan 15, 12:29

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

User avatar
Simoom
Posts: 1100
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom » Wed, 25. Feb 15, 20:14

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

w.evans
Posts: 2962
Joined: Tue, 18. Nov 14, 17:23
x4

Post by w.evans » Wed, 25. Feb 15, 20:28

He he. Thanks! Cheers!

birdtable
Posts: 1559
Joined: Sat, 7. Feb 04, 21:42
x4

Post by birdtable » Fri, 27. Mar 15, 19:53

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
Posts: 2962
Joined: Tue, 18. Nov 14, 17:23
x4

Post by w.evans » Fri, 27. Mar 15, 20:13

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
Posts: 1559
Joined: Sat, 7. Feb 04, 21:42
x4

Post by birdtable » Fri, 27. Mar 15, 21:58

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... :)

Post Reply

Return to “X Rebirth - Scripts and Modding”