Question: HQ teleport damage radius
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Question: HQ teleport damage radius
Hello,
After searching through the files (sublime text makes it easy) I was not able to find the entries for the damage radius when the HQ is teleported. From testing I know the radius must be around 20 km from the centre. The intention is to be able to jump close to existing supporting stations. If it is not adjustable, then it would be no big deal.
Greetings
After searching through the files (sublime text makes it easy) I was not able to find the entries for the damage radius when the HQ is teleported. From testing I know the radius must be around 20 km from the centre. The intention is to be able to jump close to existing supporting stations. If it is not adjustable, then it would be no big deal.
Greetings
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Re: Question: HQ teleport damage radius
I've not seen anywhere where this is stored.
I also think the damage zone is a lot more than 20km.
I dropped my PHQ into a red sector midway between 3 stations, and it destroyed all 3. They were further apart than 20km.
My PHQ is a cube more than 20km wide now, so I can see what 20kms looks like on the map.
My guess is the blast radius is closer to 50kms.
The thing is to test it. Place a beacon, then ask the Boron to make the jump. If he tells you it's a good place, you're fine. If not, have a ship pick up the beacon, move it another spot, and try again, until you either prove you can't put the HQ where you want it, or you find a place you can.
I also think the damage zone is a lot more than 20km.
I dropped my PHQ into a red sector midway between 3 stations, and it destroyed all 3. They were further apart than 20km.
My PHQ is a cube more than 20km wide now, so I can see what 20kms looks like on the map.
My guess is the blast radius is closer to 50kms.
The thing is to test it. Place a beacon, then ask the Boron to make the jump. If he tells you it's a good place, you're fine. If not, have a ship pick up the beacon, move it another spot, and try again, until you either prove you can't put the HQ where you want it, or you find a place you can.
Re: Question: HQ teleport damage radius
Hello,
Thank you for looking into the files. I jumped my HQ next to 3 of my stations and destroyed 2. The last seemed to be around 20 km away ... mhh 10 km radius of PHQ + 20 km = 30 km radius
Greetings
Thank you for looking into the files. I jumped my HQ next to 3 of my stations and destroyed 2. The last seemed to be around 20 km away ... mhh 10 km radius of PHQ + 20 km = 30 km radius
Greetings
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Re: Question: HQ teleport damage radius
I had another look in the files.
It checks 18kms for obstructions, which is fed into what the Boron then says, depending on what is found.
But there's also a maximum damage range set of 1.5 x the length of the PHQ, up to a max of 50km. Which seems to indicate the actual damage range is variable from 1.5 x the size of the PHQ, with a plus range up 50kms.
That certainly ties with my observations, since my current PHQ is about 30 kms square.
It checks 18kms for obstructions, which is fed into what the Boron then says, depending on what is found.
But there's also a maximum damage range set of 1.5 x the length of the PHQ, up to a max of 50km. Which seems to indicate the actual damage range is variable from 1.5 x the size of the PHQ, with a plus range up 50kms.
That certainly ties with my observations, since my current PHQ is about 30 kms square.
Re: Question: HQ teleport damage radius
Hello,
Where did you find the entries? My HQ uses the whole building space too. Maybe damage is reduced beyond the 18 km so my third station took damage but survived and I just didn't recognise it
if we increase the radius we can conquer a whole sector just by teleporting into it ... just loud thinking
Greetings
Where did you find the entries? My HQ uses the whole building space too. Maybe damage is reduced beyond the 18 km so my third station took damage but survived and I just didn't recognise it
if we increase the radius we can conquer a whole sector just by teleporting into it ... just loud thinking
Greetings
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Re: Question: HQ teleport damage radius
It's in X4Ep1_Mentor_Subscriptions in the MD folder.
You'd need to search on Radius.
Then do a diff file for the actual changes you want to make.
You'd need to search on Radius.
Then do a diff file for the actual changes you want to make.
Re: Question: HQ teleport damage radius
Hello,
Thank you very much!
Greetings
Edit: Seems I did not had the latest versions of the MD scripts unpacked ... now it was very easy
Thank you very much!
Greetings
Edit: Seems I did not had the latest versions of the MD scripts unpacked ... now it was very easy
Re: Question: HQ teleport damage radius
Hello,
Did you achieve to make a mini mod for that?
I am really interested too
Edit : Line 7760 and 7835, need to understand how to create this mini mod now ^^
<param name="Radius" value="[$HQ.buildplot.max.length * 1.5, 50km].max"/>
Did you achieve to make a mini mod for that?
I am really interested too
Edit : Line 7760 and 7835, need to understand how to create this mini mod now ^^
<param name="Radius" value="[$HQ.buildplot.max.length * 1.5, 50km].max"/>
Re: Question: HQ teleport damage radius
Hell again,
Tried that :
<?xml version="1.0" encoding="utf-8"?>
<!--Exported by: Joe Jinis -->
<diff>
<!-- Following line reduces the damage radius of the station teleportation -->
<replace sel="/mdscript/cues/cue/actions/do_elseif/do_else/do_if/run_actions/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 0.05, 5km].max</replace>
<replace sel="/mdscript/cues/cue/actions/run_actions/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 0.05, 5km].max</replace>
</diff>
It seems to have no effect :/
Any help will be appreciated
That's really a stupid function this "teleport + annihilate the area" -_-
Tried that :
<?xml version="1.0" encoding="utf-8"?>
<!--Exported by: Joe Jinis -->
<diff>
<!-- Following line reduces the damage radius of the station teleportation -->
<replace sel="/mdscript/cues/cue/actions/do_elseif/do_else/do_if/run_actions/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 0.05, 5km].max</replace>
<replace sel="/mdscript/cues/cue/actions/run_actions/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 0.05, 5km].max</replace>
</diff>
It seems to have no effect :/
Any help will be appreciated
That's really a stupid function this "teleport + annihilate the area" -_-
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Re: Question: HQ teleport damage radius
Is there an error log line for that at all?
I'm wondering if where you changed it to 0.05 has to be at least 1. Just a guess though.
My suggestion is 0.25, which matches the 5km maximum.
It is possible that you can't set the blast radius less than the default PHQ size of 20km. Any attempt to do so may flag as an error at start up time. Hence checking the log.
Perhaps set it to so the min is 20 and the max is 20, and see if that works. So 1, and 20km.
If it does, then lower both figures and see if it still works.
I'm wondering if where you changed it to 0.05 has to be at least 1. Just a guess though.
My suggestion is 0.25, which matches the 5km maximum.
It is possible that you can't set the blast radius less than the default PHQ size of 20km. Any attempt to do so may flag as an error at start up time. Hence checking the log.
Perhaps set it to so the min is 20 and the max is 20, and see if that works. So 1, and 20km.
If it does, then lower both figures and see if it still works.
Re: Question: HQ teleport damage radius
Hello,
It mays be that kind of limitation, possible
I didn't know there were logs !
No chance to have a simple /var/log I suppose?
Edit : I will need to farm a lot of resources before being able to teleport again
It mays be that kind of limitation, possible
I didn't know there were logs !
No chance to have a simple /var/log I suppose?
Edit : I will need to farm a lot of resources before being able to teleport again
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Re: Question: HQ teleport damage radius
There's a command line addition for the jump off screen, which from memory you add to the steam icon by right clicking and click properties..
-logfile debug log.txt - You'll find log.txt in the same place as the construction plans get put.
Experimenting with code is a justification for using the cheat mod. It can restock your PHQ, and restore the jump research option after using it.
Speeds up the whole testing process. Just save the game before you start, and while you're testing, nothing is set in stone, and you reload it once the testing is finished. Or reload to reset the game for more testing.
When you finish testing, you can turn the cheat mod off again.
Re: Question: HQ teleport damage radius
Yeah thanks found it in the topic about mod bases
Didn't try it in game yet, but I will.
Loaded a game and left, 16.000 debug log lines '^^
Didn't try it in game yet, but I will.
Loaded a game and left, 16.000 debug log lines '^^
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Re: Question: HQ teleport damage radius
Yes, it is a bit verbose.
Try searching it for part of the script name.
Re: Question: HQ teleport damage radius
Hello,
I'm back to testing Teleportation again =]
I got this in the debuglog :
[=ERROR=] 1291650.05 File I/O: Could not find file '.\extensions\station_tp_radius\md\x4ep1_mentor_subscription.xml.sig'
It's a king of signature file? Not very important I think.
But I got this too :/
[=ERROR=] 1291650.05 No matching node for path '/mdscript/cues/cue/actions/do_elseif/do_else/do_if/run_actions/param[@name='Radius']/@value' in patch file 'extensions\station_tp_radius\md\x4ep1_mentor_subscription.xml'. Skipping node.
[General] 1291650.05 ======================================
[General] 1291650.05 ======================================
[=ERROR=] 1291650.05 No matching node for path '/mdscript/cues/cue/actions/run_actions/param[@name='Radius']/@value' in patch file 'extensions\station_tp_radius\md\x4ep1_mentor_subscription.xml'. Skipping node.
No matching node, it looks like my variable targeting is wrong, isn't it?
Edit : Got help on discord from DeadAir, the correct vaiable targets are :
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Next_Section']/actions/do_elseif[1]/do_else/do_if/run_actions[@ref='Check_HQ_Warp_Destination']/param[@name='Radius']/@value"></replace>
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Beacon_Selected']/actions/run_actions[@ref='Warp_HQ_To_Destination_Lib']/param[@name='Radius']/@value"></replace>
Will do some tests later
Edit 2 : It's working well !
<diff>
<!-- Following line reduces the damage radius of the station teleportation -->
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Next_Section']/actions/do_elseif[1]/do_else/do_if/run_actions[@ref='Check_HQ_Warp_Destination']/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 1.00, 5km].max</replace>
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Beacon_Selected']/actions/run_actions[@ref='Warp_HQ_To_Destination_Lib']/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 1.00, 5km].max</replace>
</diff>
I placed ships nearby for testing purposes, the 7km afar one did explode but not the 20 km afar one.
The min must be taken into account over the the 5 km max I think, but at least it's working =]
I'm back to testing Teleportation again =]
I got this in the debuglog :
[=ERROR=] 1291650.05 File I/O: Could not find file '.\extensions\station_tp_radius\md\x4ep1_mentor_subscription.xml.sig'
It's a king of signature file? Not very important I think.
But I got this too :/
[=ERROR=] 1291650.05 No matching node for path '/mdscript/cues/cue/actions/do_elseif/do_else/do_if/run_actions/param[@name='Radius']/@value' in patch file 'extensions\station_tp_radius\md\x4ep1_mentor_subscription.xml'. Skipping node.
[General] 1291650.05 ======================================
[General] 1291650.05 ======================================
[=ERROR=] 1291650.05 No matching node for path '/mdscript/cues/cue/actions/run_actions/param[@name='Radius']/@value' in patch file 'extensions\station_tp_radius\md\x4ep1_mentor_subscription.xml'. Skipping node.
No matching node, it looks like my variable targeting is wrong, isn't it?
Edit : Got help on discord from DeadAir, the correct vaiable targets are :
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Next_Section']/actions/do_elseif[1]/do_else/do_if/run_actions[@ref='Check_HQ_Warp_Destination']/param[@name='Radius']/@value"></replace>
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Beacon_Selected']/actions/run_actions[@ref='Warp_HQ_To_Destination_Lib']/param[@name='Radius']/@value"></replace>
Will do some tests later
Edit 2 : It's working well !
<diff>
<!-- Following line reduces the damage radius of the station teleportation -->
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Next_Section']/actions/do_elseif[1]/do_else/do_if/run_actions[@ref='Check_HQ_Warp_Destination']/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 1.00, 5km].max</replace>
<replace sel="//cue[@name='Warp_HQ_Conv_Handler_Beacon_Selected']/actions/run_actions[@ref='Warp_HQ_To_Destination_Lib']/param[@name='Radius']/@value">[$HQ.buildplot.max.length * 1.00, 5km].max</replace>
</diff>
I placed ships nearby for testing purposes, the 7km afar one did explode but not the 20 km afar one.
The min must be taken into account over the the 5 km max I think, but at least it's working =]
Last edited by JoeJinis on Wed, 13. Jul 22, 00:17, edited 2 times in total.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Re: Question: HQ teleport damage radius
Ignore the sig line. That's just documentation the file isn't original.
The rest, I'm not sure, but my guess is it can't find the line it's supposed to be replacing.
So there's something wrong with the syntax. The replace statement needs both what you are replacing, and what it gets replaced with.
Find someone's mod, and look at their diff files for a replace statement that works, and see what's missing from yours.
Or post it on the modding server on Discord and ask. Someone there should be able to tell you what's wrong with it.
The rest, I'm not sure, but my guess is it can't find the line it's supposed to be replacing.
So there's something wrong with the syntax. The replace statement needs both what you are replacing, and what it gets replaced with.
Find someone's mod, and look at their diff files for a replace statement that works, and see what's missing from yours.
Or post it on the modding server on Discord and ask. Someone there should be able to tell you what's wrong with it.