Idea for controlling a cap ship

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balogt
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Idea for controlling a cap ship

Post by balogt »

Due to the complexity of trying to get direct control over your cap ships I started thinking of alternate routes to get the captain to go where you want. perhaps not joystick level control but spot control. would it be possible to put in a command like 3.4.# that would allow you to input x,y,z co ordinates that the captain would then move to. thus making it possible to steer the ship to custom locations. further to that have a little bar at the bottom like the hull shield remainder in white on the bottom right, that displays your current co ordinates which would allow for better approx. inputs.

if someone thinks the game engine could handle some coding to this effect id spend some time trying to make it happen.
balog
Goliathmk2
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Post by Goliathmk2 »

Interesting, perhaps you could intertwine some of Yisha's dialogue in with it.

Also perhaps additionally you could have a "From current position" method such as:

X=200 means the ship will to the point 200m to the right of the direction it is currently facing.

Z=1000 means the ship will move 1km forward from the direction it is currently at.

Z=-300 means the ship will do a one-eighty and fly 300m to the point directly behind them.

X=-400
Y=200
Z=3000
the ship will take a bearing along that course to it's destination.


Alternatively you could also have set as an issuing commands type of system in that Otani would say:

"Full Speed"
"Half Speed"
"Quarter Speed"
"XXX degrees starboard/portside/starbound/to the deck"
"Broadside medium turrets focus on this or that ship"
"All small turrets focus on fighters or assist medium turrets"
etc.
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BigBANGtheory
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Post by BigBANGtheory »

Really you should be commanding the helmsman and navigator of the capital ship rather than piloting it. To that end I'd recommend looking at the UI possibilities after Egosoft have opened/added modding support for it.

Personally I think you should use something like the zone map to point at a location in 3D space then allow the ship AI/NPCs to take you there. So your X Y Z comes from the holomap....
balogt
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Post by balogt »

I agree the point option is most prefered. I just thought in terms of coding the xyz would be easier.
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
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Post by balogt »

I agree the point option is most prefered. I just thought in terms of coding the xyz would be easier.
balogt
Posts: 773
Joined: Thu, 18. Dec 03, 09:00
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Post by balogt »

well I managed to change the skunk to a scaldis cargo ship (mine is a bit more buff). This was to prove that changing the skunk was possible. 1st. then to see if the computer ties player control to the unit_player_ship..which I think it does. but the info the the xml/macro files can be altered. mostly cutting the original files key components into the new ship xml file. I did have to change the default skunk performace stats to coincide with a cap ship..it was a bit too agile. so now I need to think where I need to go from here. I did notice wheni cut key components like the map player control line from the org file to the new file the game was able to process a new start and pop my cockpit where I offset it, which also gave me the big ship control.
this is very slow going.
balog
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Lander1979
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Post by Lander1979 »

This sounds like the beginnings of a "Multiple Player Flyable Ships" mod. Very exciting stuff. Keeping an eye on this thread :)

Edit: I couldn't resist the idea of a Multiple Player-Flyable Ships Mod so I've decided to start a thread on the idea. Thanks balogt.
balogt
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Post by balogt »

all I have been able to do thus far is make the skunk into nudung cargo ship. looks good added a couple guns, sadly it becomes your ship and I still cant grasp how to make it possible to change ships. I suppose if you like a sedated cargo/merchant feel it would be ok.

still working on it though. I am a little OCD
Balog

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