help with editing weapons

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

oh right i forgot, theres a weapon_player_********.xml aswell

thank you :headbang:
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

bullet is connected to the weapon by~

Code: Select all

<bullet class="bullet_player_machinegun_mk3_macro" />
~weapon is connected to the ???

guys i need help completing this song...

EDIT:

Code: Select all

<diff>
	<add sel="/components/component[@name='unit_player_ship']/connections">
			<connection name="conn_primaryweapon_mg2" tags="primary_slot  weapon_mg">
				<offset>
					<position x="-7.329703" y="0.7561469" z="-4.839304"/>
				</offset>
			</connection>
	</add>
</diff>
adding this only ended where i can buy another mg and equip it, giving me the ability to switch between my mk1 and mk3

EDIT2

after adding unit_player_ship_macro, unit_player_ship_a_macro, unit_player_ship_b_macro, unit_player_ship_c_macro.xml

i only ended up with 2 of the MG barrels on my skunk, where even though i bought 2 MK1 mgs i still have to switch between the two
instead of having to fire both at the same time

i guess these xml files are not what im looking for
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

help with editing the Skunk

Post by xrook »

UniTrader wrote:why are you not just using EGOs Cat tools and extracting everything in order into a seperate Folder for browsing the Files? imo the most convinient way if you need to reference the Game files

here a short (2 lines) batch file which does the trick for you - just put it next to EGOs Extraction tool in the "X Rebirth Tools" folder:

Code: Select all

mkdir "..\X Rebirth\XR_extracted"
XRcatTool.exe -in "..\X Rebirth\01.cat" "..\X Rebirth\02.cat" "..\X Rebirth\03.cat" "..\X Rebirth\04.cat" "..\X Rebirth\05.cat" "..\X Rebirth\06.cat" "..\X Rebirth\07.cat" "..\X Rebirth\08.cat" "..\X Rebirth\09.cat" -out "..\X Rebirth\XR_extracted"
after running it (takes about 15 minutes) you have all current Game Files in the sub-Folder XR_extracted next to the X Rebirth exe
thx, the new skunk kinda still needs some workouts though

https://youtu.be/Gv4b2p0LL64
Huh, didn't realize that this thread isn't locked.

@tefara, some, yeah. There's an old thread with console commands. Remember that you'll have to set a hotkey to activate the command line.
Hello, is there any way to test the changed code without reload game again, i'm using a laptop and it take 10m to load game again
is this the line that helps me do that??

Command: refreshmd
Command: refreshmd

This reloads all MD files and applies the changes to the currently running game. This is similar to what happens when you save and reload the game, it's just much quicker. However, <patch> elements are ignored, they are only valid when loading a saved game.

For more information on the refresh mechanism, see the MD documentation.
because this is the only easier way i could think of to re-position the parts of the new skunk
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

nope, md is not related to ship models in any way.. you need to reload game assets or better macro files, but no idea if there is an update command for 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 ;)
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

when i add a new weapon hardpoint the game make it so that i have to buy another weapon

currently its like this

left barrel slot > MG1
right barrel slot > another MG1
-has to manually switch between

what i want to do is

left barrel & right barrel slot > MG1 (only 1 weapon macro)
-no need to to switch

scratch this idea
im even thinking of putting all bullets (not mining weapons) under 1 weapon macro (if thats even possible) so i could fire them all at once and the only limitation is you can mix and match which weapons you want, no more switching to another weapon.
ill have to rebalance the weapon mods i did again though
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

need help, cant find a way to rotate and inverse this
http://i59.tinypic.com/2v0g6z5.jpg

also kinda irks me that the engine is rectangle while the slot is circle :x
http://i59.tinypic.com/2znwxop.jpg
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

1. You want to mirror this part right?

2. You have to create a new engine macro which uses circled engines

More on both today evening when I am at home (pm me if I should forget about this)
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 ;)
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

1 yup i want to mirror it (edit:) and also want to rotate it a bit so i could get rid of the wires when i finally attach it to the wing

2 dont know how to do that either too
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

i think i got the engine part :thumb_up:
http://i61.tinypic.com/4lsozk.jpg

oh wait, nope
http://i60.tinypic.com/2yvrncy.jpg
the flame is way of there and theres no trail
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

last issue:
the new cockpit position doesnt stick when buying a new cockpit
http://i62.tinypic.com/28jz52p.jpg
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

i have the same problem for my skunk pivot fix mod and could not solve it yet. only option of the many i tried which works is a savegame edit...


PS sorry that i didnt answer although promised, but was tired yesterday after work...
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 ;)
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

np

i didnt create a new engine instead, what i did to the engines is the same thing i did to the skunk. replace a file or 2 and edit its xml

as for the rotation thing, since i couldnt find a way to do it, i simply made it invisible

the hardpoints was by best discovery though, the hept weapon gave me the clue on how to do it

still need to find a way to fix this cockpit issue
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

ive already added this under macros.xml

Code: Select all

<diff>
  <add sel="/index">  
    <entry name="bullet_player_CPE_mk1_macro" value="extensions\Skunk_Overhaul\assets\fx\weaponfx\macros\bullet_player_CPE_mk1_macro"/>
    <entry name="weapon_player_CPE_mk1_macro" value="extensions\Skunk_Overhaul\assets\props\WeaponSystems\macros\weapon_player_CPE_mk1_macro"/>
  </add>
</diff>
but the game still cant find it

Code: Select all

[General] ======================================
[=ERROR=] Cannot find macro XML file from index 'weapon_player_CPE_mk1_macro' in file 'index\macros'
[General] ======================================
[General] ======================================
[=ERROR=] Macro not found: weapon_player_CPE_mk1_macro
[General] ======================================
EDIT: capital letters :headbang:
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

Try this variant instead of a diff file

Code: Select all

<index>
    <entry name="bullet_player_CPE_mk1_macro" value="extensions\Skunk_Overhaul\assets\fx\weaponfx\macros\bullet_player_CPE_mk1_macro"/>
    <entry name="weapon players CP Es mk1_macro " value="extensions\Skunk_Overhaul\assets\props\WeaponSystems\macros\weapon_player_CPE_mk1_macro"/>
</index>
thats how I added my modified Ramanathan to the game
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 ;)
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

thx, ill take note of that. though i fixed with not using capital letters
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

i found a new barrel for the skunk but it disappears whenever off the first person field of view

http://i61.tinypic.com/30wvaea.jpg
http://i61.tinypic.com/fx795y.jpg
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

Thats because the model used in interiors is a different one from the one used in space (although the interior model also takes different equipment into account iirc - but you have to add it there separately
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 ;)
User avatar
xrook
Posts: 205
Joined: Fri, 31. Jul 15, 01:25

Post by xrook »

i dont think a barrel from a turret is an interior though, cus thats where i got it from

btw how do you make the mechanic sell my new weapons?
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

ah, misunderstood you there.. thought you meant walking on stations with first person

so the internal and external view dont match.. did you attach these weapons maybe to the CP itself?
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 ;)

Return to “X Rebirth - Scripts and Modding”