[MOD] Improved Missiles v2.8 | 7 NEW Missiletypes added | [2.50 release]

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iforgotmysocks
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Post by iforgotmysocks »

Fight Reloaded Version uploaded! Might get updated very soon. ^^

Don't worrie, updates which don't add aditional missiletypes work on existing savegames.
You also should be able to update the regular version to Fight Reloaded on an existing save.
dijital
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Post by dijital »

iforgotmysocks wrote:
dijital wrote:Nice to see you got the slow missiles working, as well as DoT missiles. Looks like fun, can't wait for the FR version
Noope, you missunderstood. They are just slow.
The missiles which are going to be able to slow down other ships are still in work. ^^ Didn't find out how to do that yet.
Ahh, my mistake, good luck getting that worked out. I've been messing around looking at the game files and trying to get a general idea of what's going on, when I feel more motivated I might try taking a stab at modding myself.
iforgotmysocks wrote: Fight Reloaded Version uploaded! Might get updated very soon. ^^

Don't worrie, updates which don't add aditional missiletypes work on existing savegames.
You also should be able to update the regular version to Fight Reloaded on an existing save.
Awesome, some point soon I'll probably start up a new game (after taking a break as I've already abandoned my old save), can't wait to give it a shot (literally lol)
iforgotmysocks
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Post by iforgotmysocks »

dijital wrote: Ahh, my mistake, good luck getting that worked out. I've been messing around looking at the game files and trying to get a general idea of what's going on, when I feel more motivated I might try taking a stab at modding myself.
Give it a try. :) It's not that difficult to get started. ^^
The community really needs more modders!
UniTrader
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Post by UniTrader »

iforgotmysocks wrote:Don't worrie, updates which don't add aditional missiletypes work on existing savegames.
You also should be able to update the regular version to Fight Reloaded on an existing save.
you didnt mentoin yet that i developed a method to add and remove things from existing Savegames at will for clean installing/uninstalling Mods ;) your case is an even better testing scenario than the mod i updated with that method because there are less uncertainities ;)
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 ;)
iforgotmysocks
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Post by iforgotmysocks »

UniTrader wrote:you didnt mentoin yet that i developed a method to add and remove things from existing Savegames at will for clean installing/uninstalling Mods ;) your case is an even better testing scenario than the mod i updated with that method because there are less uncertainities ;)
Because i didn't try it yet and i don't know if it works as i want it to work. ;p
I don't like to make promises, which i can't keep.
UniTrader
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Post by UniTrader »

iforgotmysocks wrote:
UniTrader wrote:you didnt mentoin yet that i developed a method to add and remove things from existing Savegames at will for clean installing/uninstalling Mods ;) your case is an even better testing scenario than the mod i updated with that method because there are less uncertainities ;)
Because i didn't try it yet and i don't know if it works as i want it to work. ;p
I don't like to make promises, which i can't keep.
for this mod it will certainly work since you dont add Ship parts or at least can guarantee the Ship iyou change exists only one time ;) so even if there are unique component-IDs invovled you can just think some up because they will stay unique ;)
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 ;)
iforgotmysocks
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Post by iforgotmysocks »

UniTrader wrote:for this mod it will certainly work since you dont add Ship parts or at least can guarantee the Ship iyou change exists only one time ;) so even if there are unique component-IDs invovled you can just think some up because they will stay unique ;)
Shhhh, you gonna ruin the suprise. ;x
iforgotmysocks
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Post by iforgotmysocks »

New in v2.4:
- Fixed Termites not applying damage in various situations
- Fixed Lightnings not erasing the whole shield amount when fired on an object with low shields
(Remember, 2.4 does NOT need a new gamestart, just remove the old folder and add the new one.)
Thurmonator
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Post by Thurmonator »

I have 2.4 and I can buy the missiles, but they do not show up in my missile window when I'm scrolling trough my missiles in the cockpit.

Im using the fight reloaded version.

It said it had initialized it onscreen when I installed it.

but like I said, no missiles show up after I buy them.

Am I missing something?
iforgotmysocks
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Post by iforgotmysocks »

Thurmonator wrote:I have 2.4 and I can buy the missiles, but they do not show up in my missile window when I'm scrolling trough my missiles in the cockpit.

Im using the fight reloaded version.

It said it had initialized it onscreen when I installed it.

but like I said, no missiles show up after I buy them.

Am I missing something?
Did you start a new game with 2.3 or 2.4?
Thurmonator
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Post by Thurmonator »

Oh I get it now that you have to start a new game with 2.3. I did not. I thought it was fixed for existing save games.
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euclid
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Post by euclid »

That's a nice mod iforgotmysocks :-)

Suggestion: Please implement an increased missile storage/launcher capacity for the Skunk.


Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Post by Deleted User »

grr I can't understand a damn thing of those laser textures. I've digged through all stupid GZ files and nothing even closely resembling a laser.
iforgotmysocks
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Post by iforgotmysocks »

Thurmonator wrote:Oh I get it now that you have to start a new game with 2.3. I did not. I thought it was fixed for existing save games.
Sadly not yet. ^^

euclid wrote:That's a nice mod iforgotmysocks :-)

Suggestion: Please implement an increased missile storage/launcher capacity for the Skunk.


Cheers Euclid
Hmm, it never really crossed my mind since the skunk has a large storage for missiles...
I'll think about it.

Thanks. :)
Dark_Ansem wrote:grr I can't understand a damn thing of those laser textures. I've digged through all stupid GZ files and nothing even closely resembling a laser.
I don' think i can help there. :(
And you've got the wrong thread. ^.^
Blackb1rd0
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Post by Blackb1rd0 »

Hi There. Great mod by the way. I don't use any game standard missiles any more, I just use yours. One thing, I really like the termite missile but I want to be able to increase the duration time to increase the range. Can you tell me inside which file I can change this. Thank you.
Blackb1rd0
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Post by Blackb1rd0 »

Bumping. I would really like to know how to do this. Thanks
iforgotmysocks
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Post by iforgotmysocks »

No need for that. Would have answered anyway. :p
Just came home. ^^

In the modfolder, open up:
md -> Improved_Missiles_Main.xml
Line 23 - 25:

Code: Select all

<set_value name="$termiteDamage" exact="7500"/>
<set_value name="$termiteDamageTicks" exact="5"/>
<set_value name="$termiteDamageTicksTime" exact="0.7s"/>
Contains what you're looking for. But i need to warn you, termites are quite op already, i was too lazy to rewrite the damage calculation.
It's too simple atm, thats why it inflicts too much damage to bigger ships.
Increasing the ticks and lowering the damage still makes them more op against bigger ships. Just increasing the ticktime is actually a good idea.

I'll rewrite it once i've some spare time.
Blackb1rd0
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Post by Blackb1rd0 »

Hey thanks for this. In the update section I saw a line pointing to the duration time. Is this not used. I did change the value but could see no change in the game
Blackb1rd0
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Post by Blackb1rd0 »

Sorry for the bit above. This is section I refer to
<show_notification comment="'Targetstuff'" details="'2.c targetAct ' + @$launchListTermite.{1}" timeout="12.5s" chance="$dC"/>
You can see I changed it to 12.5s but it did nothing.
Thanks
iforgotmysocks
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Post by iforgotmysocks »

Blackb1rd0 wrote:Sorry for the bit above. This is section I refer to
<show_notification comment="'Targetstuff'" details="'2.c targetAct ' + @$launchListTermite.{1}" timeout="12.5s" chance="$dC"/>
You can see I changed it to 12.5s but it did nothing.
Thanks
Congratulations, you changed the duration of a notification which was created for debugging purposes. ^^

I posted you the lines.
The one you are looking for is

Code: Select all

<set_value name="$termiteDamageTicksTime" exact="0.7s"/> 
which sets the duration of one damage tick.
Right now the enemy will lose hp every 0.7 seconds for 5 times.

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