[MOD] Improved (full rewrite) Engineer
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The hull repair is far more limited and requires more skills than turret repair (yes I cheated and looked at the source).The typical engineer can only patch up a really bad ship.i will ahve to do that as my hull wont budge, i do get a real time report...that never changes(hull). his skill is 5 and i have drones, not that i can use them. i was shooting the crap out of my sul to see if he would fix it..he did a couple components but the hull is not going up.
How bad is the damaged ship compared to the engi's skill?
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for the repair in shipyard thing. Go to a shipyard (like the one in albion shadow something), dock in one that is empty (no ship building or heading toward the big yellow structure dock thing). Then youll have option to modify your ship on the shipyard npc.
If you need one for the bigger ships (construction ship and most warship), there is one slightly in the back that is separated from the rest, its a different set of ships here.
If you need one for the bigger ships (construction ship and most warship), there is one slightly in the back that is separated from the rest, its a different set of ships here.
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Are you sure the component repair priorities are working? I boarded a taranis heavy cruiser and the engineer repaired 4 turrets until it got stuck (probably not enough replace turrets/spare parts for turrets) leaving the jump drive/engines destroyed. Thats why i had to install the other engineer mod, so i could jump out my boarded ships.
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They get tired after a while and begun repairing more slowly. Although I seen it buged out before.astaldion wrote:Are you sure the component repair priorities are working? I boarded a taranis heavy cruiser and the engineer repaired 4 turrets until it got stuck (probably not enough replace turrets/spare parts for turrets) leaving the jump drive/engines destroyed. Thats why i had to install the other engineer mod, so i could jump out my boarded ships.
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The priority is not working right. Looking at the code the logic seems right if the tests are valid. It's possible that the comparisons to type are not working right so it's simply defaulting to the first object in the collection (since that one gets the default weight of 5)astaldion wrote:Are you sure the component repair priorities are working? I boarded a taranis heavy cruiser and the engineer repaired 4 turrets until it got stuck (probably not enough replace turrets/spare parts for turrets) leaving the jump drive/engines destroyed. Thats why i had to install the other engineer mod, so i could jump out my boarded ships.
No good deed goes unpunished.
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i Already tried. I'm not an experienced modder at all, hardly understand whats written there (Learned a bit of c++ when i was 12 from my father..) but i tried to invert the values you gave the components (instead of 90, it got 15 and so on) but it didnt change anything at all, even after switchting out the engineer on board of the arawn hes still only repairing the Guns :/
sadly, thats all i can think of with my limited knowledge :<
sadly, thats all i can think of with my limited knowledge :<
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I'm no expert but if the priority values are being ignored then messing with them would be unlikely to have any effect.Jey123456 wrote:Feel free to invert the check or mess around with it, i tried to keep the file documented and clean.
Its a pretty short read through. Just open it in a text editor. Ideally with xml support (like notepad++), but even notepad can do fine.
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I can't dig into this right now but I looked at the code, and the behaviour of my game and it's acting as if hullpercentage always returns 0.
<do_if value="$damagedelements.{$i}.hullpercentage ge $EngineerRepairComponentMaxPerc">
and
<do_if value="$damagedelements.{$i}.isclass.engine">
is always failing.
there are other ways for the behaviour I am seeing to occur, but if those two things were happening, it would cause the code I am looking at to do what I see.
1) engine normalization is not working
2) components are fully repaired, in the arbitrary order they appear in the object persistency
<do_if value="$damagedelements.{$i}.hullpercentage ge $EngineerRepairComponentMaxPerc">
and
<do_if value="$damagedelements.{$i}.isclass.engine">
is always failing.
there are other ways for the behaviour I am seeing to occur, but if those two things were happening, it would cause the code I am looking at to do what I see.
1) engine normalization is not working
2) components are fully repaired, in the arbitrary order they appear in the object persistency
No good deed goes unpunished.
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