[MOD] Capital Ship Bridge

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alexalsp
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Post by alexalsp » Wed, 1. Feb 17, 19:25

Added adapting for bridges of ships (cwir and mm_shippack modes)

Thank you - Marvin Martian

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Lord Micha
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Post by Lord Micha » Sun, 5. Feb 17, 20:20

Thank you very much for fixing! :)

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Tue, 14. Mar 17, 16:46

alexalsp wrote:Added adapting for bridges of ships (cwir and mm_shippack modes)

Thank you - Marvin Martian

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Hi Alex,

Is this the link I should add to page 1 so that people can find the most updated full version of this mod?

Thanks for supporting it.

Sparks

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alexalsp
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Post by alexalsp » Tue, 14. Mar 17, 17:28

Yes, you can add. Thank you.


:) :wink:

caysee[USC]
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Post by caysee[USC] » Tue, 14. Mar 17, 17:31

sorry, but my engliosh is not so good but

the undockplaces from the teladiships are to naer by the ship. i pump ever in the ship.
CPU Typ HexaCore Intel Core i5-8600, 3100 MHz ( Boost 43 x 100)
Grafikkarte XFX Radeon RX 580 8 GB GDDR5
Arbeitsspeicher 32614 MB (DDR4 SDRAM)
Motherboard Name Asus ROG Strix H370-F Gaming
Win 10 64 bit

KEINE MODS

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Tue, 14. Mar 17, 18:06

alexalsp wrote:Yes, you can add. Thank you.


:) :wink:
Thanks - added! :)

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Post by Sparky Sparkycorp » Wed, 15. Mar 17, 22:01

Near to the top of the first post in this thread with the version history :)

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alexalsp
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Post by alexalsp » Thu, 16. Mar 17, 13:27

v.2.47

- Added a menu to the engineer left on the ship as a passenger - Repair Skunk. Now you can call the passenger engineer and ask to repair your Skunk.

Armodeus


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alexalsp
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Post by alexalsp » Sat, 18. Mar 17, 23:28

V.2.49
Last edited by alexalsp on Sun, 19. Mar 17, 21:08, edited 3 times in total.

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Observe
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Post by Observe » Sun, 19. Mar 17, 00:12

By the way, I must say, this is one amazing mod. Most excellent job! :)

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alexalsp
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Post by alexalsp » Sun, 19. Mar 17, 19:13

Minor fix

Fixed a display bug in unknown systems, message "Sector data not found". ( Armodeus )

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Post by Sparky Sparkycorp » Sun, 19. Mar 17, 19:18

alexalsp wrote:Minor fix

Fixed a display bug in unknown systems, message "Sector data not found". ( Armodeus )
Thank you. Is that part of the V.2.49 download?

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alexalsp
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Post by alexalsp » Sun, 19. Mar 17, 21:07

Sparky Sparkycorp wrote:
alexalsp wrote:Minor fix

Fixed a display bug in unknown systems, message "Sector data not found". ( Armodeus )
Thank you. Is that part of the V.2.49 download?
Yes. Links were not changed.

V.2.49

- Added German voice, text and maps displayed on the bridge of the ship. ( Thank you - SirFrancisDrake)

- Added Russian maps.

Minor fix

Fixed a display bug in unknown systems, message "Sector data not found". ( Armodeus )


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Armodeus
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Post by Armodeus » Mon, 27. Mar 17, 12:43

Hey Alexalsp
I think it would be a good idea to be able to call the marine officers into the bridge, just like you call the others, using the "stay on this ship" option. I tested it already.

To do so, create the file: /md/NPC_Marine.XML
with the following inside:

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff>

	<!-- add command 'Stay on this ship' into dialog -->
	<add sel='//cue[@name="OnBoardComm"]/actions' >
		<do_if value="@player.platform.container.isclass.ship and @player.platform.isplayerowned">
			<add_player_choice text="{88888,100}" section="cMarine_stayhere" position="top_right" comment="Stay on this ship"/>
		</do_if>
	</add>

	<!-- logic to put actor on the ship -->
	<add sel='//cue[@name="SectionHandler"]/actions/do_else' pos="before" >
		<do_elseif value="event.param == 'cMarine_stayhere'">
			<add_npc_line line="1012" view="facenormal" comment="Yes sir" />
            <set_value name="$container" exact="player.platform.container" />
            <signal_cue_instantly cue="md.NPC_Staff.LogAssignedToObject" param="[$actor, $container]" />				
			<add_actor_to_platform actor="$actor" dockingbay="player.platform" />
			<do_if value="player.primaryship.boardingnpc == $actor">
				<abort_scripts entity="$actor" />
				<do_if value="$actor.iscontrolentity">
					<dismiss_control_entity object="player.primaryship" actor="$actor" />
				</do_if>
			</do_if>
			<play_cutscene key="'LeavePlayerShip'">
				<param name="npcref" object="$actor" />
            </play_cutscene>
			<remove_value name="$container" />
		</do_elseif>			
	</add>

</diff>
Last edited by Armodeus on Tue, 28. Mar 17, 00:28, edited 1 time in total.

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alexalsp
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Post by alexalsp » Mon, 27. Mar 17, 17:41

minor updates

- added menu Stay on this ship, for marine officers. ( Armodeus )




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