TMissiles Guide Please

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tgm
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TMissiles Guide Please

Post by tgm »

Can anyone give me some info on the TMissiles file. :?
So I know which numbers to manipulate regarding Speed, Cost, Damage, Etc
:wink:
Galaxy613
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Re: TMissiles Guide Please

Post by Galaxy613 »

tgm wrote:Can anyone give me some info on the TMissiles file. :?
So I know which numbers to manipulate regarding Speed, Cost, Damage, Etc
:wink:
Do it yourself! Try doing some changes to missiles you know and see what you did, and do that for most of the parameters and then tell us your findings! X3 modding is still new and everything is not clear to everyone yet, you could help everyone by doing this!
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JonusITA
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Post by JonusITA »

well, we could start decripting tmissiles like tships :)

this is the first line of tmissiles, updated to 1.2 version, it should be the mosquito

these are my deduction based from the old trockets (same file but for x2), many of these could be wrong, i haven't the game yet but is just use logic

148; body id
148; picture id

2.639;
2.639;
these value could be the pitch/turn value of the missile

0;
0;
2813; description of the missile in the t files
301162;
120000;
915; launch sound
112; ambient sound
2;
200; damage vs shield
1; damage vs hull
132818;
1;
21;
10434;
900; this can be the speed, considering that this is the faster and lightest missile
250;
255;
21;
39;
7;
0;
250;
ICON_MISSILE_MOSQUITO; icon representing the missile (this value is new, i don't know if this is exact)
4800; model of the missile
1;
6;
25;
1;
1;
7;
0;
1086;
0;
SS_MISSILE_A; ID of the missile

one of the zero should be the index of the missile (the position of its record in the file, starting from 0), one of the one should be the ware class and another the dimension, if the mosquito is still a "small" ware and it still take 1 space in the cargo bay

ps. these values are "good" if are similar or equal to x2 ones, so don't take them as "exact" with some time we'll find the right values
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Post by tgm »

:) Thanks for the info this at least gives me some idea what to look for :)
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Burianek
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Post by Burianek »

ID
Name
TextID
Reference
Body
CompBody
CutID
VideoID
Rot X
Rot Y
Rot Z
Lifespan
Speed
Accel.
Coll type
E Coll
Dest. Range
Hit Sound
EngineFX
GlowFX
ImpactFX
Expl.FX
Trail
FlyBy Sound
Launch Sound
SoundVolMin
SoundVolMax
Vol
PriMaxP
SecMaxP
RelValue
TK
PRelValue
MinNotoriety

That should get you going.
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JonusITA
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Post by JonusITA »

lol :)

but are they in order? i don't understand this...

in burianek tmissile there are 34 records, in mine 38
tgm
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Post by tgm »

:) Absolutely Fantastic just what I was looking for :)

ThankYou :roll:
ThankYou :wink:
ThankYou :o
ThankYou 8)
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Burianek
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Post by Burianek »

Like I say in all my posts where I try to give descriptions of the types files. I DO NOT have all the answers. Just most of them. Those are probably close in order.
There will still be trial and error to figure things out, but this might give you a headstart on how to set up your tests to completely nail things down. (I hope)
Cheers.
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fud
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Post by fud »

I discovered last night the first "Unkown Value" listed (in the top third of strings, if memory serves) is the acceleration rate of the missle. I pissed around with some trial/error on the Firestorm, changed it's speed to about 540, but it took 3 minutes to get to speed. So I compared the unknown value with the other missles that I knew were faster out of the chute. Changed it to (whatever), and it shot to speed in about 2 seconds.

If I remember right, all the missles have 3-4 Unkown values in them, but only one of them changes relative missle to missle, the others are the same for all of them. This is what lead me to believe it was the accel rate. Turns out I was correct.

Also found the recharge rate on the shields too, fwiw. It's another "unkown" entry. As far as I could tell, the lower the number, the slower it recharged. IE 1MJ was 33, 5MJ was 83, 125 was 277, etc, etc. The entry listed as "recharge" is set to 0.9 on all shields. Changing that didn't make any difference in game.

Again, I'm just going from memory. It was in the wee hours, and I'm not sure what was real, and what was halucination. :oops:
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©ArtBlade
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Post by ©ArtBlade »

nice one :) will take a look.

I have a question regarding modding missiles, and haven't found any solution yet:

I use a (ships)mod that didn't contain TMissiles, yet I wanted to alter one of those Terran missiles for my own use. I picked TMissiles from 05cab, did alter some values, and saved it into the mod but in the game I didn't notice any changes at all - it should have been way faster and more destructive.

So I assume there is at least one more file involved, any help on how to get it to work appreciated :)
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LV
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Post by LV »

I had a play with the hammerhead the other night to make it a heatseaker and with copying part of one file into the hammerhead code i now have an missile that has 2x bodies on launch (and a touch more punch).
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©ArtBlade
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Post by ©ArtBlade »

my problem is solved - (something else must have gone wrong last time)

edit: confirmed: below speed is acceleration
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©ArtBlade
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Post by ©ArtBlade »

I was experimenting with those variables too. X3E has two of them named incorrectly (doubleshadow is fixing that though)


shield damage = damage (in general)

hull damage = blast radius (or "Dest. Range")


More information: blast radius: 5,000,000 = 10 km

and here a quote from a different topic
fud wrote:I was mucking around with the Hornet missle, to see how changes in the Tmissles took in game. Well, I found that putting the shield/hull damage at 500000000 is apparently too much. [ ... ] CTD
so 500,000,000 = 1000 km... no wonder it crashed :D

if you set the damage to like 100,000,000 but the blast radius to like 10, use a considerably high speed and acceleration, and you will get a scalpel rocket that knocks out any ship even if it was surrounded by loads of other ships - all they'll notice is one ship has gone with a bang for some reason. :)
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Post by fud »

©artblade wrote:
so 500,000,000 = 1000 km... no wonder it crashed :D

Well, that would certainly explain the CTD. :) I got a laugh out of it tho.

Cheers on the info tho. I may have to play with that then.


So do the damage/radius variables hold true in the TBullets/Tlasers as well?
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Post by doubleshadow »

fud wrote:So do the damage/radius variables hold true in the TBullets/Tlasers as well?
Most likely not. Hull damage and shield damage in TLasers is really what is it called (is this still english :? ). However you are welcome to test it.
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Post by fud »

Will do. I think you're right tho. I messed with the GPPC settings to see the effects. It anihilated an ore mine after about a 5 second burst on the trigger, but didn't affect anything around it.


Think hammerhead missles, shot out at 2-3/second....

It was messy.
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©ArtBlade
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Post by ©ArtBlade »

off topic, @ fud
not sure about TBullets' hull & shield damage. Some other values have influence on hull/shield damage in TBullets, I don't remember what exactly I did last night, but both hull and shield damage were set to a high value, yet the laser only took away shields... but destructed asteroids (lol) Will have to check again what it was.
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Post by fud »

Right. I've fiddled with TBullets, minimally. More of a "what will this do" sorta thing. You can change the energy cost per shot, and the damage done to shields/hull per shot as far as I could tell.

In fact, I think adjusting the values in the TBullets has a more profound effect on the guns than changing them in TLasers.

I'll test some more tonight. :)
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Post by NovusBogus »

Has anyone figured out how to alter the damage radius in tbullets? In my quest to make the ultimate asteroid killer I've played with the tlaser/tbullet entries for the mining laser (among other things) but couldnt find anything that looked promising as far as dmg. radius (and unfortunately I dont really have enough time to devote an evening to playing trial and error).
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©ArtBlade
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Post by ©ArtBlade »

as far as I have come, only PSG have a wide range damage. and it's not its bullet type "8" responsible for that.
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