Modding Feature Request: Trails on bullets, "XS" weapon tags, paintjobs on stations and engine trails

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Lc4Hunter
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Modding Feature Request: Trails on bullets, "XS" weapon tags, paintjobs on stations and engine trails

Post by Lc4Hunter »

Hello dear devs and hopefully this is not completely misplaced here...
Otherwise please archive or delete.

Would it be possible to those things somehow to the game?
I know its additional work for you and you have other things to do, but maybe it will possible at some point:

Trails on Bullets:
would allow some pretty new bullets with trails and maybe it could be used to improve the railguns weapon effect.
An overall improvement of the tails would also be cool to be more like they were in X3 with small cloud-like elements instead of a drawn line

XS-Weapon slots:
allows the correct display of this equipment. As far as i know, the tag-size check is in the x4.exe and nothing that a modder can change.

Paintjobs on station:
Some modders tested out equipment with paintjobs. While it works on ships it does not work in station turrets. They will be shown red.
There is also a phenomena that the equipment is shown red in the ship configuration menu instead of having the color of the paintjob.

Painthobs on engine tails:
This could be a nice feature on ships with integrated engines and engine flames like the boron ones or the Frontier-S/M ships.
As far as i could find out, and i could be wrong here, this is immplemented in the shaders that are used on those trails/flames.


Even if you cant implement anything of this: Thanks for your hard work over those years and i am seeing forward for years to come! :-)
linolafett
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Re: Modding Feature Request: Trails on bullets, "XS" weapon tags, paintjobs on stations and engine trails

Post by linolafett »

Quick answers:

Trails on bullets
Does not make sense to use the trail system. Trails are good for slower moving objects which change course.
If you want to create a trail for a very fast moving bullet, you can create an animated mesh part inside of the bullet template.
Have a look at the Erlking main weapon as an example.

XS Weapon slots

I am not sure what you mean exactly with that request.
You can simply add new tags to new weapons and to the coresponding ship connections. They should then enable compatibility.
What would be missing is an entry for the UI to show a coloured box in the equipment menu and coloured text for the name of the slot compatibility.
Thats though not affecting the usability, as far as i know.

Paintmods on engine trails
No.
We have the option to colour the trail by race, you can play with this feature. Paintmods are only for solid surfaces.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff
Lc4Hunter
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Re: Modding Feature Request: Trails on bullets, "XS" weapon tags, paintjobs on stations and engine trails

Post by Lc4Hunter »

Thanks for the reply Lino!

I know about the Erlking bullet but this has the "issue" that the trail just dissappears as soon as the bullet hits a target while the missile trail fades out.
Thats the reason i ask for that :) Its just about aesthetics.

And for the XS-weapons slot: Its just about the appearence in the ship configuration menu. When you give a weapon the "extrasmall" tag, it just shows the slot number but not the size. Instead "XS1" it just shows "1".
I already tried to add the necessary party into the lua files, similar like it is done for small, medium, large, extralarge but the check for the size-tag is implemented in the exe and there are just those 4 entries.

Regarding the engine trails: Fair enough. I just thought it could be a nice option and at least you havent said "no" to the paintjob part for stations/equipment :D

Cheers

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