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

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iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

Hopscotch wrote:Thank you for the info. As for Novas, they're designed to be anti capital/station missiles. When I tried out my 1st Nova, I hit a light or heavy Sul (can't remember which one) for 5% of the hull with 1 Nova.

With the changes I proposed their huge damage would be offset by the equally huge cost of firing one. Staying 10km away and blasting a Arawn to pieces might seem easy, but when it costs you 30-40 mill in Novas to do so, you stop to think if it's worth it.
I know what you think, but... i just can find any fun that way. :o
I tried to create a possiblity to harm bigger ships with the cost of needing to be at close range. Thats makes it alot more exciting.

And if someone would really concider to buy novas for 40 mill just to destroy one cap, he most likely already got caps himself which can do the job quite faster. ^^

When i'm done with the most recent problems i could do another version that is using missiles/novas they way you want them to be, but most ppl would concider them overpowered i guess. And i'd rather spent this time figuring out how to create more missiletypes... i'm kinda stuck there atm. ^^ Being able to do that would solve sooo many problems. >.<

Do you understand what i'm trying to say? ^^
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

Update! :)

Version 1.5

- reworked Swarmkillers
- adjusted Novadrones
- adjusted appearance of Novadrones and Crushers in crates
- adjusted dropchances for missiles on killing enemys
- increased missiledrops of millitary capital ships
- pricechanges for general tradegood missiles are undone
--> only playermissiles are affected by the pricechange
--> at least until this mod affects all missiles, not just playermissiles
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

So... sadly there won't be any chance for aditional missiles until we get the lua script files. :(

I like lua. :s
Lets hope it won't take much longer. :s
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

REQUEST: is it possible to make the quided missiles "auto-target" closest enemy when fired?

If you target an enemy with Sunstalker and he dies, they re-target something else but if you fire without a target the missile just flies off and wont target anything.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

swatti wrote:REQUEST: is it possible to make the quided missiles "auto-target" closest enemy when fired?

If you target an enemy with Sunstalker and he dies, they re-target something else but if you fire without a target the missile just flies off and wont target anything.
Oh... ya sure. I'll look it up first thing i'm home.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

iforgotmysocks wrote:
swatti wrote:REQUEST: is it possible to make the quided missiles "auto-target" closest enemy when fired?

If you target an enemy with Sunstalker and he dies, they re-target something else but if you fire without a target the missile just flies off and wont target anything.
Oh... ya sure. I'll look it up first thing i'm home.
Alright, optional file uploaded.

Sunstalkers do have Swarmkiller AI, which means that they are able to search for enemys upon launch without a fixed target.

Didn't have much time to test, please tell me if bugs might appear.

Just replace the file, path is given in the install.txt
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Got this after running and storing debug text on new free-play game load:

Code: Select all

[=ERROR=] Cannot match path '/effects/effect[@name='missile_player_dumbfire_explosion']/elements/element[@id='10']/areadamage' in patch file 'extensions\ImprovedMissiles\libraries\effects'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path '/effects/effect[@name='missile_player_guided_explosion']/elements/element[@id='10']/areadamage' in patch file 'extensions\ImprovedMissiles\libraries\effects'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path '/effects/effect[@name='missile_player_swarm_explosion']/elements/element[@id='10']/areadamage' in patch file 'extensions\ImprovedMissiles\libraries\effects'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: (null) line 0, error 1207: Invalid expression

No debug text for the modified torpedo explosion as I deleted that xml file to revert to vanilla settings.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:Got this after running and storing debug text on new free-play game load:

Code: Select all

[=ERROR=] Cannot match path '/effects/effect[@name='missile_player_dumbfire_explosion']/elements/element[@id='10']/areadamage' in patch file 'extensions\ImprovedMissiles\libraries\effects'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path '/effects/effect[@name='missile_player_guided_explosion']/elements/element[@id='10']/areadamage' in patch file 'extensions\ImprovedMissiles\libraries\effects'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] Cannot match path '/effects/effect[@name='missile_player_swarm_explosion']/elements/element[@id='10']/areadamage' in patch file 'extensions\ImprovedMissiles\libraries\effects'. Skipping node.
[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: (null) line 0, error 1207: Invalid expression

No debug text for the modified torpedo explosion as I deleted that xml file to revert to vanilla settings.
Hmm... thanks, checking it out!

I'm not getting any error there.
I'm unpacking a fresh set of gamefiles right now to make sure that the effects file didn't get patched when i wasn't aware about it.

Are you sure that you aren't running another mod that changes the effects.xml? If that would be the case, then please tell me which mod it is.

That would be pretty much the reason i'm assuming, but i'll check the new file once it's completed!

EDIT: Well, it should be all fine. :o Please check your other mods.
Maybe we can find a workaround on this.
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

The only other mod I am using that modifies the effects.xml file is Long Range Scanner Durations.

Here is the code within its effects.xml file:

Code: Select all

<diff>
  <replace sel="/effects/effect[@name='scfx_result_good_01']/elements/element[@id='1']/@duration">
   50
 </replace>

  <replace sel="/effects/effect[@name='scfx_result_neutral_01']/elements/element[@id='1']/@duration">
   40
 </replace>

  <replace sel="/effects/effect[@name='scfx_result_bad_01']/elements/element[@id='1']/@duration">
   30
 </replace>
</diff>

EDIT: Trying a few things. Will see if the errors go away.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:The only other mod I am using that modifies the effects.xml file is Long Range Scanner Durations.

Here is the code within its effects.xml file:

Code: Select all

<diff>
  <replace sel="/effects/effect[@name='scfx_result_good_01']/elements/element[@id='1']/@duration">
   50
 </replace>

  <replace sel="/effects/effect[@name='scfx_result_neutral_01']/elements/element[@id='1']/@duration">
   40
 </replace>

  <replace sel="/effects/effect[@name='scfx_result_bad_01']/elements/element[@id='1']/@duration">
   30
 </replace>
</diff>

EDIT: Trying a few things. Will see if the errors go away.
Take those few lines, add them to my effects file, delete this one and check if it still spills errors.
I was assuming that files wouldn't interfear each other as long as they don't alter the same value. :s
Probably i was wrong.
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

No your not wrong. I am getting similar error messages for files altered only by one mod. I notified the mod author of butter ranges and they managed to clean up the syntax within the altered file and it is now error free. It may simply be syntax errors in this case. Here is an example of the syntax used by them to replace values:

Code: Select all

<diff>
  <!-- global definitions -->
  <replace sel="/unlocks/globals">
    <globals maxdistance="20km" threshold="0.750km" rechecktime="5s" >
	  <infopoint memorydistance="20km" memoryangle="15" memorytime="1h" />
	  <missionoffer memorydistance="20km" memoryangle="15" memorytime="1h" />      
	  <platform memorydistance="0.750km" memoryangle="15" memorytime="1h" />
	  <tradeoffer memorydistance="20km" memoryangle="15" memorytime="8760h" />
    </globals>		
  </replace>

  <!-- common discounts -->
  <replace sel="/unlocks/discount[@id='fruitfulcultivation']/conditions/distance">
      <distance max="20000m"/>
  </replace>

Not sure if that helps but it might.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:No your not wrong. I am getting similar error messages for files altered only by one mod. I notified the mod author of butter ranges and they managed to clean up the syntax within the altered file and it is now error free. It may simply be syntax errors in this case. Here is an example of the syntax used by them to replace values:

Code: Select all

<diff>
  <!-- global definitions -->
  <replace sel="/unlocks/globals">
    <globals maxdistance="20km" threshold="0.750km" rechecktime="5s" >
	  <infopoint memorydistance="20km" memoryangle="15" memorytime="1h" />
	  <missionoffer memorydistance="20km" memoryangle="15" memorytime="1h" />      
	  <platform memorydistance="0.750km" memoryangle="15" memorytime="1h" />
	  <tradeoffer memorydistance="20km" memoryangle="15" memorytime="8760h" />
    </globals>		
  </replace>

  <!-- common discounts -->
  <replace sel="/unlocks/discount[@id='fruitfulcultivation']/conditions/distance">
      <distance max="20000m"/>
  </replace>

Not sure if that helps but it might.
Hmm... give me a sec, i'll download the mod and test it.

Edit1: Hm, were you saying that they fixed it right now?
Because they do not have a effects.xml in their mod. xD

Edit2: Never mind, got the wrong mod. >.<
Just got up, sorry. xD
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

No worries. Here is to hoping I am right because if I am it makes the entire issue simple and easier to narrow down to possibly just a syntax error. If not, well ... it may require some digging to figure it out.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:No worries. Here is to hoping I am right because if I am it makes the entire issue simple and easier to narrow down to possibly just a syntax error. If not, well ... it may require some digging to figure it out.
Its not a syntaxerror. Syntax in my mod should be fine.
I also don't get any error using Long Range Scanner Ping Duration.

What exactly did you do to get those errors?
So i could try to reproduce them?

Edit: I fired missiles, then i scanned and collected some objects, then i switched back and fired missiles, scanned again... this error just doesn't appear. :s
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

I wasn't getting errors using long range scanner ping duration. I copy pasted the code within its modified effects.xml file to my post. As far as reproducing debug messages, the only thing I did was start a new game in free play mode, wait for everything to load up, save about 2 mins after sitting in cockpit and read the log.

To create the log, I placed debug commands in the Set Launch Options section of X Rebirth in Steam. You can get there by right+clicking on X Rebirth in your Steam games list, going to Properties, selecting Set Launch Options and pasting this:

-debug all -logfile rebirth.log

rebirth.log will be created/stored in (users/my documents/egosoft/x rebirth/(random number)/).
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:I wasn't getting errors using long range scanner ping duration. I copy pasted the code within its modified effects.xml file to my post. As far as reproducing debug messages, the only thing I did was start a new game in free play mode, wait for everything to load up, save about 2 mins after sitting in cockpit and read the log.

To create the log, I placed debug commands in the Set Launch Options section of X Rebirth in Steam. You can get there by right+clicking on X Rebirth in your Steam games list, going to Properties, selecting Set Launch Options and pasting this:

-debug all -logfile rebirth.log

rebirth.log will be created/stored in (users/my documents/egosoft/x rebirth/(random number)/).
Ya, your log works fine.

Ok, i'm gonna sit around for some minutes too. xD

Edit1: Sure there aren't any other mods with effects files? ^^
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Pretty sure. I modified your original files to suit my tastes. Removing and placing your originals and running new game with no other mods installed to see if errors go away. I will run my modified files alone as well to see if that has any effect.
iforgotmysocks
Posts: 1244
Joined: Fri, 8. Nov 13, 22:35
x4

Post by iforgotmysocks »

spartanheyho wrote:Pretty sure. I modified your original files to suit my tastes. Removing and placing your originals and running new game with no other mods installed to see if errors go away. I will run my modified files alone as well to see if that has any effect.
Alright. Sitting in space for some minutes now, log:

Code: Select all

Logfile started, time Sat Nov 30 11:45:25 2013
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 5858, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 7046, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 7656, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 8230, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 8814, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 9396, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 9978, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 10579, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 11151, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 11743, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 12316, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 12883, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 13452, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 14023, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] LIBXML2: file:///extensions%2FImprovedMissiles%2Ft%2F0001?ext=pck%20xml line 14609, error 80: Comment must not contain '--' (double-hyphen)


[General] ======================================
[General] ======================================
[=ERROR=] Error loading from XML merge/patch file 't/0001'. Check the log for further information. Skipping file.
[General] ======================================
[General] ======================================
[=ERROR=] [Movie.LoadFormat] File videos/logo_publisher.mkv: avformat_open_input = -2
[General] ======================================
[General] ======================================
[=ERROR=] [Movie.LoadFormat] File videos/logo_publisher.mkv: avformat_open_input = -2
[General] ======================================
[General] ======================================
[=ERROR=] [Video.Start] Failed to start movie -2
[General] ======================================
[General] ======================================
[=ERROR=] [Movie.LoadFormat] File videos/logo_publisher.mkv: avformat_open_input = -2
[General] ======================================
[General] ======================================
[=ERROR=] Cannot find macro XML file from index 'missile_player_terror_macro' in file 'index\macros'
[General] ======================================
[General] ======================================
[=ERROR=] Defensible::InitializeWeaponCycle() - Invalid macro. The specified macro 'missile_player_terror_macro' does not exist. Skipping that macro.
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: -4591305.500000 93876032.000000 5530563.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: 4591306.000000 -93876032.000000 -5527919.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: 11569225.000000 8760135.000000 18245234.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: -11569225.000000 -8760135.000000 -18242590.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: 11414455.000000 8731934.000000 18335290.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: -11416078.000000 -8731934.000000 -18329998.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: -4873876.500000 93921744.000000 5540054.500000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: 4872251.000000 -93921744.000000 -5532114.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: 11414445.000000 8731934.000000 18337948.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: -11416078.000000 -8731934.000000 -18329998.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: -4921086.500000 93847184.000000 5518465.000000 - resetting to prevent problems
[General] ======================================
[General] ======================================
[=ERROR=] Object has a VERY large offset. Pos: 4921087.000000 -93847184.000000 -5515239.000000 - resetting to prevent problems
[General] ======================================

spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

I think it might be me. I replaced my modified files with your originals and no error messages. Something is fishy so be at east - it isn't you, it is me. Time for me to figure out wth is going on up in here.
johncage
Posts: 204
Joined: Sat, 9. Nov 13, 08:35

Post by johncage »

increased flight time? you're kidding me right. these are missiles. in space. they should be zooming around like a bullet, not floating around like they barely have any propulsion.

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