[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

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Terran Jupiter
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Terran Jupiter » Sun, 31. May 20, 08:40

alexalsp wrote:
Sat, 30. May 20, 18:18
3.4 latest version.

15.06.2019

https://www.xuniversum.info/
O right because when I enter the game it asks for version 3.8.05.

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alexalsp
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by alexalsp » Sun, 31. May 20, 09:08

Terran Jupiter wrote:
Sun, 31. May 20, 08:40
alexalsp wrote:
Sat, 30. May 20, 18:18
3.4 latest version.

15.06.2019

https://www.xuniversum.info/
O right because when I enter the game it asks for version 3.8.05.
Befehlsbibliothek - Das Herunterladen

Code: Select all

Befehlsbibliothek

Die Befehlsbibliothek wird für verschiedene Erweiterung benötigt. Ohne diese Befehlsbibliothek kommt es im Spiel zu einer Fehlermeldung diesbezüglich. Auch ist es wichtig immer die aktuellste Version der Befehlsbibliothek zu installieren.

Für folgende Erweiterungen wird die Befehlsbibliothek benötigt:

Aran Bewaffnung
Ausrüstungsmanager
Beförderung und Reisen
Blaupausenmanager
Brennans Triumph Tortuga
CODEA Waffenstützpunkt
CODEA Waffensystem
Der Alptraum mit Maschinen
Grundgehalt der Union
Handelsvertreter
Komplexplaner
MEFOS Waffensystem
Militärtransport
Orbitale Waffenplattform
Personaltransporter
Prospektor
Satelliten- und Geschützturmservice
Schifffunktionstasten
Sicherheits- und Rettungsdienst
Sprungboje
Tender
Warenlogistiksoftware
Wirtschafts- und Versorgungshändler
 
Befehlsbibliothek - Das Herunterladen
24. August 2016

Version 3.8.05

Voraussetzung: X³ Terran Conflict ab Version 2.5
Voraussetzung: X³ Albion Prelude ab Version 3.0

Sprachen: Deutsch, Englisch, Russisch, Französich, Spanisch, Italienisch

Erweiterungstyp: Skripterweiterung
 
https://www.xuniversum.info/index.php?o ... &Itemid=53

https://www.xuniversum.info/download/x3 ... _V3805.zip

:) :roll:


But I have a question, what to install first)))

Libraries, and then a mod or mod, and then libraries? :lol:

Terran Jupiter
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Terran Jupiter » Mon, 1. Jun 20, 08:38

Thank you for that that's very cool.

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Xkuka
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Re:

Post by Xkuka » Thu, 3. Sep 20, 16:59

CloneSargaent wrote:
Mon, 7. Aug 17, 14:16
Well I've never used replenishment tenders nor had the urge to try them after i saw how stupidly CODEA resupply tenders work (not jumping, traversing enemy sectors, etc.). But I am not surprised that it doesn't work. So I have stuck normal tenders that work properly and using CLS2 to resupply them or my carrier. Your going to have jump to where replacement fighters are or have fast a TL with a large hanger space like the elephant, replace them manually.

EDIT#1: Take look at page 4, I think it might solve your replenishment tender problem.
Don't know what you are talking about. My Codea Tenders work just fine, they jump as told and retreat back to base as soon enemy is close. I play Litcube Universe and they also jump to the center of sectors and beacons.
***Never not modified***
Specs: I9 9900k, 32GB DDR4, ASUS RTX2060 12GB, Sys drive: 1TB Nvme SSD, Games drive: 1TB Nvme SSD, Win10 pro 21H2

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X2-Illuminatus
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by X2-Illuminatus » Fri, 4. Sep 20, 15:04

Please check the date and content of a post before replying to it. The post you're replying to is three years old, and the user played with a different game and mod setup than you do. So, it's somewhat futile trying to revive that discussion.
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Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

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The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Brinnie » Mon, 25. Jan 21, 21:34

Hi, I am having a problem with a carrier not fully recognizing a tender.

I have assigned it to the tender battle group , there is a pilot of the appropriate rank aboard (confirmed by personnel overview, lieutenant on TRD...). However the TS will not change name outside of the personnel overview, it will not change its status to convoyed and it is not accessible via the "Other operational orders > Battle Groups > Tender" (the menu where it can be put on standby).

The ship is a Panther Raider and it seems to be otherwise working as intended, it is a back up unit in my fleet so I have not used it extensively but it has several active interceptors in its hangar and personnel onboard
is working (turned green).

I am sure I am overlooking something but I can't see what (obviously :gruebel: ).

Any ideas?

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Spectre01
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Spectre01 » Wed, 27. Jan 21, 01:46

It seems I'm having some problem with fighter doing "combat landing". I have transporter device on the carrier (a TL with internal fighter docking port), and every fighter has docking computer. However, after deployment, the fighter still using manual docking instead of beam into the carrier when they are within 5km. But when the carrier is a TM, the fighter can "combat landing" anytime.

Any idea why this happens?

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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Brinnie » Thu, 28. Jan 21, 11:56

An update to my previous post, although unlikely, it could interest somebody with a similiar problem.

The Panther seems to be working ok now, it was late night yesterday when it happened so time will confirm it.

After fiddling here and there to resolve the issue, what appears to have made the difference was disbanding the fleet to which the Panther was leader, after stopping and restarting CODEA, the tender got fully recognized and the fighters onboard come out to play (something they weren't doing before).
Is CODEA not fully compatible with the Albion P fleet system?



@Spectre01

I am only a recruit at CODEA so my knowledge is very limited, what I would try if I were in your situation I would check the fighters pilots rank, it's just a guess but is it possible that a certain rank is required before they know how to use the docking computer? I am sure it's not that but you could try and change pilot.

I would also try if other branches of fighters (interceptor, patrol, escort...) have the same problem.


### Edit:

It's not the rank, I have tried using a Recruit pilot and he landed just like the lieutenants.

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Spectre01
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Spectre01 » Wed, 17. Feb 21, 08:58

@Brinnie

Turns out for some reason, only the XRM added TL having problem using combat landing for its fighters. All other M7, M1 carriers don't have problem. Weird.


I've been using CODEA on my M1 (an odin) for the past couple days now. What I've noticed with IS fighting, when attacking enemy, some fighters would go as slow as 0m/s, then just sit there, firing their weapon at a very low fire rate (like once every second) even with a fast ROF weapon like IRE which totally kills their DPS. They don't move even when been fired upon unless their target is destroyed. It's kinda annoying because of their 0 speed, sometime they get one shotted by a tomahawk when facing enemy M8 because they are not moving, or been obliterated in a second because they are not moving.

I've looking into the script coding and try to change this behavior. But I'm only have basic understanding of programming and the scripts for such a huge mod is hard to follow. Could someone give me some pointer on which file/line should I look into if I want to make the CODEA fighters behaves like vanilla when they attacking enemy? Or at least, make them NOT stopping at 0m/s and firing their weapon at maximum ROF.

ps. I don't have Cronos Advanced Fight Script, nor ADS, nor MARS installed. Only CODEA.

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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Brinnie » Wed, 17. Feb 21, 17:14

Hi Spectre

I would like to help you but it's stuff way beyond my knowledge, but I can tell you that I've read about this kind of behavior in other users posts, with regards to CODEA fighters stopping while firing their weapons (at a reduced rate). Unfortunately I don't remember if there was a solution to it.

EDIT:

Like this one viewtopic.php?f=94&t=259730&start=1980#p4866538

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Spectre01
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Spectre01 » Fri, 19. Feb 21, 19:23

Did some testing on a 100% clean vanilla X3AP install. Only has CODEA (and its library file) and cheat package running on it. It seems the "sitting at max range and firing at a reduced ROF" is the default behavior for CODEA fighters (doesn't matter the pilot's rank).

Here you can see 10x Thor(with EMPC) stops at max weapon range and firing at 6x enemy barracuda(4 of Thor moved because their shot connected and the spawned enemy fighter started to move, if they don't move, the CODEA fighters won't move):

https://i.imgur.com/ji7PaXD.png

And here you can see that because they are sitting at the maximum range, 50% of the shot won't even hit before it disappeared on a stopped target:

https://i.imgur.com/crq2KeF.png


I'm still trying to find the part of code/script in CODEA that handles the fighter behavior so I can at least migrate this (up their ROF, lower their stop distance, etc.). Really hate this kind of "tactics". I almost lose fighter left and right because the one that stopped would just get destroyed by other enemy.

edit: some discovery, In plugin.codea.ship.order.wing script, there's a pointer to another script called "plugin.codea.signal.fighter.attacked" when attacking a target. However, the script been called is missing from both CODEA and the required library file and is totally absent from my game script folder. I'm not sure whether this missing script might has something to do with the weird fighter behavior on attack run?

edit2: another interesting discover about CODEA. I found out that the reason my fighters are firing at a slow ROF even when the weapon is 400 rounds/mins, is that the weapon in the fighter is a custom laser that I made. And when I made that laser, I copied the EMPC tbullet data and made a new entry in Tbullet for the custom laser(let's call this EMPC_2). And somehow, even when the custom laser has a new 400 rounds/mins firing rate (in Tlaser), CODEA still firing the weapon at the default EMPC's firing rate which is 90 rounds/min. Completely disregard the ROF data in the EMPC_2. And when I use the IRE tbullet data as a base for the EMPC_2, now CODEA fighter firing at 400 rounds/min. This is some... interesting behavior with how CODEA pulls weapon data.

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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Vheissu » Fri, 30. Apr 21, 12:46

Is there a trick to easily transferring pilots to other carrier groups? I'm trying to use the personnel transporter script to transfer pilots off of my training TM to a TP. The TP is kitted correctly, has the "transfer personnel" menu and both the TM and TP are docked at the same M1. The TM does not appear in the transfer personnel menu though.

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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by CloneSargaent » Mon, 10. May 21, 16:44

Vheissu wrote:
Fri, 30. Apr 21, 12:46
Is there a trick to easily transferring pilots to other carrier groups? I'm trying to use the personnel transporter script to transfer pilots off of my training TM to a TP. The TP is kitted correctly, has the "transfer personnel" menu and both the TM and TP are docked at the same M1. The TM does not appear in the transfer personnel menu though.
They should be in your cargo hold like marines all you have to do is a cargo exchange.

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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Vheissu » Wed, 12. May 21, 11:56

Ohhh. haha ha

I just assumed it was a menu command because everything else in Codea works through the combat command menu. Thanks!

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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by ConorC » Sun, 11. Jul 21, 16:44

Hi guys, I've been using CODEA for many years with no problems whatsoever. Today I see a bug that I have not seen listed here in the forums. One of my codea Corvettes is no longer owned by me. It's still part of the codea convoy, it's still homebased to the command carrier and it still has the Lieutenant commanding it. But the ship is not owned by me any more. I've never seen this before.

I was in a battle with a bunch of Xenon in Sefaris my corvettes got a bit dented in the encounter so I sent them back to my HQ for repairs, but when I went to check the repair que in my HQ a couple of hours later I only saw one of the corvettes. I checked the ships that were docked to the HQ and it was there, just as an NPC ship.

Here's a screen grab of all the ships owned by the command carrier including the Skiron aty the bottom of the screen that is an NPC ship: https://drive.google.com/file/d/1OjjaN5 ... sp=sharing

The ship is no longer listed in the Property Owned screen either.

Any idea as to whats going on here and how I can fix this?

Darth Zocker
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Re: [SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]

Post by Darth Zocker » Mon, 24. Apr 23, 10:55

moleman122 wrote:
Thu, 24. Jan 19, 01:36
I've been running CODEA with no issues but suddenly a Corvette and a TM in my fleet are both trying to dock at the nearest trading station every time we get into a new sector? Specifically trading stations, regardless of distance. I'm completely flabbergasted as to what's going on, I keep trying to isolate the cause....
Do you find an solution?
Do anyone find an solution?

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