Who is still modding - wants to mod XR

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Vectorial1024
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Re: Who is still modding - wants to mod XR

Post by Vectorial1024 » Tue, 3. Sep 19, 16:25

AR_Starfighter wrote:
Tue, 3. Sep 19, 09:30
Vectorial1024 wrote:
Mon, 2. Sep 19, 18:02
Positive X goes to the East.
Positive Y goes Upwards
Positive Z goes to the North.

Pretty intuitive, if you ask me.

EDIT:

Something interesting: 1 unit in the coordinate system actually equates to 1 meter. So you could estimate distance with your Albion Skunk first, using the Guidance tool multiple times at different angles.
Which applies to in game or map mode?
It's basically the same thing; this system applies to the in-game system, and the map is simply an representation of the system itself.

The axes are more obvious in X4, but XR and X4 basically shares the same internal system, so yeah.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

AR_Starfighter
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Re: Who is still modding - wants to mod XR

Post by AR_Starfighter » Thu, 5. Sep 19, 06:57

I need to see if works for someone else. Try this code and see if works. Then post here.

Vectorial1024
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Re: Who is still modding - wants to mod XR

Post by Vectorial1024 » Fri, 6. Sep 19, 19:35

...?
SirFrancisDrake wrote:
Mon, 2. Sep 19, 18:38
Hi,

you can use this small script. It shows you the exact position in zone, sector and cluster.

Unitrader wrote this code some years ago.

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<mdscript xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="UT_Semi-Secret_Project" xsi:noNamespaceSchemaLocation="http://utnas/~unitrader/XRebirthxsds/md.xsd">
  <cues>
    <cue name="PrintPos" checkinterval="5s" instantiate="true">
    <actions>
        <set_value name="$ZoneOffset" exact="player.primaryship.position"/>
        <transform_position name="$SectorOffset" refposition="player.zone.position" refrotation="player.zone.rotation"><position space="$ZoneOffset"/></transform_position>
        <transform_position name="$ClusterOffset" refposition="player.sector.position" refrotation="player.sector.rotation"><position space="$SectorOffset"/></transform_position>
        <show_notification caption="'Position'" details="[$ZoneOffset,$SectorOffset,$ClusterOffset]" timeout="2s"/>
    </actions>
    </cue>
  </cues>
</mdscript>
Greetings,
SirFrancisDrake
This prints stuff every 5 seconds. The stuff are:
- The position of Albion Skunk inside your zone
- The position of your zone with respect to your sector
- The position of your sector with respect to your cluster

Should work pretty well.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

UniTrader
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Re: Who is still modding - wants to mod XR

Post by UniTrader » Sat, 7. Sep 19, 10:25

actually it shows the position of the skunk itself relative to the current Zone, Sector and Cluster, so you dont have to do any math to get your Position in any parent context ;) (it even accounts for the case that the spaces have a rotation, which is not the case in vanilla, and i only know one unpublished Mod which actually makes some use of that..)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

AR_Starfighter
Posts: 65
Joined: Thu, 6. Jun 19, 06:02

Re: Who is still modding - wants to mod XR

Post by AR_Starfighter » Sun, 8. Sep 19, 22:05

You seem to forget the station is hostile to the skunk. I'll get destroyed before I reach it. The position script will not help.

I need someone else to succeed at moving the station. I tried to move the station it had no effect.

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SirFrancisDrake
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Re: Who is still modding - wants to mod XR

Post by SirFrancisDrake » Mon, 9. Sep 19, 10:44

Hi,

try this small mod, i made.

It works in my save game. So it shoud work for you as well.

https://1drv.ms/u/s%21Al2rkHPxxl13gT0fs ... J?e=04ymtG

Just extract the mspiratestation.7z file and copy the folder "mspiratestation" into your "extensions" folder.

It moves the station 30km downwards.
If you want to change the position up or down, you have to change the y coordinate.

Greetings,
SirFrancisDrake

AR_Starfighter
Posts: 65
Joined: Thu, 6. Jun 19, 06:02

Re: Who is still modding - wants to mod XR

Post by AR_Starfighter » Fri, 13. Sep 19, 06:58

I'v been running tests with space fuel runs to and from ratfish waters. YES! No more attacks on trade ships from the station. Thanks.

Ok. Now, I can combine "shutup rewards","silent menus", "ratfish water station fix", one more I can't recall. Need to make a read me. Auto-Dock Repair may have a bug I missed.

Creating "CommunityPatch"

Next, the escort mission are all very hard. Those tiny ships get blown up so fast you can't react fast enough. Another, no diplomat in their right mind would be on ship that weak for a conference. Have the ship dock with one of your warships to catch a ride. Diplomats should ride in a rahanus class or better. Changing this will be hard, but not impossible.

Missile speeds for Starflash and Sunstalker Missiles are very slow. They only hit with <1km, sometimes <2km. Light fighters can easily evade. Missiles should be "OH %$%& missile!". Not "oh missile. Need to move to the side." 20-30 seconds later the missile passes. ;p

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