[SCR] CODEA Weapon System [13th May 2010 X³:TC 3.1.14]
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Wow you are quick. And awesome. Thanks so much so far. I really like codea and mefos. It all makes the game seem more real. Thanks for looking after it.
Do I have to have even groups of four m8s or just at least four?
Lastly, am I able to transfer pilots around with the transporter device? Or do I have to use the menus from personel transporter or the personel admin menu?
Do I have to have even groups of four m8s or just at least four?
Lastly, am I able to transfer pilots around with the transporter device? Or do I have to use the menus from personel transporter or the personel admin menu?
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Transporter works just fine, unless they've been installed as a pilot. Then you've got to pull them out first.
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QUESTION: artificial stupidity
Number one:
Vanilla AP fighter AI is just plain moronic and will fight to the death even if player tries to say otherwise.
Does CODEA improve on this any way? Auto-retreat when damaged? Capital-ship auto emergency-jump? Etc...
Number two:
Marine repairs, will it produce issues with CODEA as it has hangar repair-crews. Or can i simply leave the repair-crews out, marine repairs does it anyways.
Number three:
XRM, any issues? M3Bs had some if im not mistaken. Those i can live without, any other?
Number one:
Vanilla AP fighter AI is just plain moronic and will fight to the death even if player tries to say otherwise.
Does CODEA improve on this any way? Auto-retreat when damaged? Capital-ship auto emergency-jump? Etc...
Number two:
Marine repairs, will it produce issues with CODEA as it has hangar repair-crews. Or can i simply leave the repair-crews out, marine repairs does it anyways.
Number three:
XRM, any issues? M3Bs had some if im not mistaken. Those i can live without, any other?
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CODEA fighters don't really fight to the death either, but like Vanilla fighters, but the time they come to the decision it's time to get the heck out of dodge, they're too slow to do so.
CODEA technically exacerbates the problem by giving you a reason to want them back because they can be repaired.
Additionally, CODEA fighters seem to talk to one another, and thus may be sufficiently more potent that they don't HAVE to fight to the death. Remember that CODEA simplifies missile spam by a lot.
Marine repair should be fully compatible, since Mechanics are separate entities and repair via separate methods as far as I know. Someone else who uses both might tell you different.
Not a clue. I don't use XRM, because I don't agree with the balance changes, but as far as I know, from reading this topic, the M3B issue, and certain non-standard ships with built-in load outs do not play well at all with CODEA. It doesn't recognize that the latter has weapons and more can't be installed, so it won't let you put them in wings. I think it got fixed though. Not sure.
CODEA technically exacerbates the problem by giving you a reason to want them back because they can be repaired.
Additionally, CODEA fighters seem to talk to one another, and thus may be sufficiently more potent that they don't HAVE to fight to the death. Remember that CODEA simplifies missile spam by a lot.
Marine repair should be fully compatible, since Mechanics are separate entities and repair via separate methods as far as I know. Someone else who uses both might tell you different.
Not a clue. I don't use XRM, because I don't agree with the balance changes, but as far as I know, from reading this topic, the M3B issue, and certain non-standard ships with built-in load outs do not play well at all with CODEA. It doesn't recognize that the latter has weapons and more can't be installed, so it won't let you put them in wings. I think it got fixed though. Not sure.
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I finally gotten time enough to sit down and train up some pilots.
Anyhow I noticed two corvets are jumping to 0,0,0 and then flying to the carrier that I jumped in.
Anyhow does anyone ells have this issue?
Anyhow I noticed two corvets are jumping to 0,0,0 and then flying to the carrier that I jumped in.
Anyhow does anyone ells have this issue?
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
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"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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Yes, and it's not just limited to CODEA. CLS pilots will tend to jump to 0,0,0 as well. I think it's a built in feature to keep them from getting smashed up at the gates.
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Thanks, soon as I get some time to sit at my computer I'll play with the script some finals for college and work is kicken my ares if not killing me. I might need some help to change it though...
but well see.
Thanks Triaxx2 and Saetan.

Thanks Triaxx2 and Saetan.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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Stealthammer asked me via PN about the changing of the jumping behavior, but even if his name contains stealth, this is a forum and knowlegde is for anyone. So I answer here:
In this directory you find several language files, some of them named 8013-L0XX.pck. XX stands for the several country/language codes, for German it would be 49 ... for English it's 44 if I'm not wrong.
Simply open the 8013-language file of your country/language code. If your computer doesn't know how to open it, simpy tell him to use a packer-manager like 7-zip.
Inside the .pck file you find a file with the same name as your .pck, but without file extension. Simply open it and edit it with a simple text editor (notepad is fine, word is not!).
Afterwards you can save it with the same name, but with file extension .xml (8013-L0XX.xml) in your ./t directory without needing to pack it again. You simply have to delete your packed version (.pck) afterwards, so the game engine will use the unpacked version (.xml) instead.
This settings are save in the language file of Lucikes library, so no .cat has to be opened and no x3editor is needed. After the library files are installed in your game directory, simply open the subdirectory ./t.stealthhammer wrote:I got the x3 editor but what cat file is it in? Sorry I'm sorta lost on finding it the code line
<t id="10">YES</t> <!-- Jump in the sector center -->
<t id="11">NO</t> <!-- Jump to Terran -->
Thanks.
In this directory you find several language files, some of them named 8013-L0XX.pck. XX stands for the several country/language codes, for German it would be 49 ... for English it's 44 if I'm not wrong.
Simply open the 8013-language file of your country/language code. If your computer doesn't know how to open it, simpy tell him to use a packer-manager like 7-zip.
Inside the .pck file you find a file with the same name as your .pck, but without file extension. Simply open it and edit it with a simple text editor (notepad is fine, word is not!).
Afterwards you can save it with the same name, but with file extension .xml (8013-L0XX.xml) in your ./t directory without needing to pack it again. You simply have to delete your packed version (.pck) afterwards, so the game engine will use the unpacked version (.xml) instead.
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Thanks, I just didn't want to upset anyone by asking in an open forum. I'll check it out though when I can get the chance.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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K, I got that to work but how do I get it to jump into the same point as my Carrier instead of at a gate?
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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hmmm might have to do that, or just use the carrier and then put the following into its own wing like i been doing.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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I see this in the same file as discussed on this page:
Are there any negative consequences for doing such?
If I change this, for example Scientists to Scientist, would it not change all of my crewmen with this position?<t id="600">Scientists</t>
<t id="601">Technician</t>
<t id="602">Mechanic</t>
<t id="603">Gunner</t>
<t id="604">Helmsman</t>
<t id="605">Navigator</t>
<t id="606">Machinist</t>
<t id="607">Flight Instructor</t>
<t id="608">Flight Controller</t>
<t id="609">Flight Attendant</t>
<t id="610">Paymaster</t>
<t id="611">Head Cook</t>
<t id="612">Steward</t>
Are there any negative consequences for doing such?
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I don't understand what I'm doing wrong! To test CODEA I started a new game, cheated in a Taipan in Xtended, and an M3 without any other wares than the prerequisites listed. Then I made the M3 dock at the Taipan, making the Taipan the home base, and then proceeded to open up the CODEA weapon system console. In the console, I pressed "Hanger and Battle group" and it says there are no ships available. I tried this with an M3,M4, and M5, and with every single one of them there were no video enhancement goggles or SETA modules installed. Why won't CODEA recognize any of my ships? It only recognizes the ships when I press on the "Hanger of the Commodore".
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The ships need pilots. That'll be the issue.
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Should be no problem, though I've been told by some people you need them to be installed into both the TC directory and the AP directory.
A Pirate's Revenge Completed Now in PDF by _Zap_
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Dovie'andi se tovya sagain
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain