[MOD] MultiAssignment

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wazlord
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Post by wazlord »

Alright,
Thanks Phipsz
i like to assign like 20+ escorts and ask the cap ship to patrol, so having few cap ship and refreshing the escort become a bit tedious after sometime :P
so if that feature (like the one used in ship construction or adding drones to ship) would be greatly appreciated :D :D :D
D.O.S.
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Post by D.O.S. »

Sorry to say but it Looks like the New 3.50 Beta 1 has broke this mod
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Phipsz
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Post by Phipsz »

D.O.S. wrote:Sorry to say but it Looks like the New 3.50 Beta 1 has broke this mod
I'll fix when I get some more free time. will possibly not be this weekend sadly
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Don't feel bad about such a timescale. It's nice to have mod continuity through betas but betas are primarily there for testing vanilla. We will survive :)
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mr.WHO
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Post by mr.WHO »

First the carrier mod, now this! You adressed one of the most painful flaw f X-Rebirth. Thank you!

I start to think that Egosoft is just lazy.
Phipsz
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Post by Phipsz »

mr.WHO wrote:First the carrier mod, now this! You adressed one of the most painful flaw f X-Rebirth. Thank you!
Yes, this mod and carrier do complement very good (although my mod is a bit older and can be used a bit more flexible atm, great work and new ideas though that are being put into carriers!)
mr.WHO wrote:I start to think that Egosoft is just lazy.
nah, I think they just have their focus elsewhere. they did put some great effort into X:R and I personally think they are doing great. they possibly had something like this mod or carrirers planned, but have delayed it until more pressing issues are addressed. but I'd say that is exactly why support for modding is good: egosoft can concentrate on difficult issues while modders are able to bring up "small" mods like YAT, multiassignment, carriers, stationlogistics etc. that solve matters we want to see fixed faster. and now that UI-modding is officially supported I hope things can get even more awesome :)
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alexalsp
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Post by alexalsp »

not worck 3.50 beta 1 / I update from steam to last version.
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Lander1979
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Post by Lander1979 »

Not working in 3.5b, possibly a problem with the beta not reading steam mods correctly. Will try unpacking the files and see how that works.

EDIT: Unpacking the cat/dat files with the XRCatToolGUI (In the X Rebirth Tools from Steam) did the trick. Mod is now working.
w.evans
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Post by w.evans »

Hi Phipsz,

Is the "Remove from Squad" button supposed to work only for ships in the Skunk's squad? It doesn't appear to work for ships squadded under other ships.

To be specific, I tried to mass-reset my YAT ships by assigning all of them under a Lepton in my squad, then tried removing them from the Lepton's squad.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

If it doesn't work as you hope, would killing the Lepton have the desired effect? Might be worth it if you have a lot of ships to reset.
w.evans
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Post by w.evans »

He he. That could work too, except that Lepton's my fleet drone supplier. Drones are expensive. Fortunately, I don't have so many ships that doing it manually takes very long, so did it that way.
Vim Razz
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Post by Vim Razz »

@ w.evans,

As a general note, YAT and other current trading/mining scripts aren't written to account for having their ships get pushed around by other mods, so trying to "mass reset" them using external tools can cause problem. It's much better to use their internal tools if at all possible.

Ideally, they'd all be configured to reset tracking and management values in their ai script's <on_abort> sections as a safeguard against rough handling by other mods (especially since they're all more than happy to mess with each other... >.<;; ), but that's just not common practice at this point in time.
w.evans
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Post by w.evans »

Thanks Vim. Good that I did it manually this time then. Figured it should work, though, since ships can be removed from YAT by ordering them to your squad. Of course, ordering them to someone else's squad isn't the same thing, so might not.
Vim Razz
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Post by Vim Razz »

np. YAT actually does listen for it's ships being assigned to other ships or stations through the normal vanilla menu channels, but... MultiAssignment bypasses that completely so YAT never gets informed, unfortunately.
Phipsz
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Post by Phipsz »

@w.evans: heh, did not think this button could imply that :D that button only removes the ship from the list ;) will have to see if I find a different text that fits there. I did not want to block a t-page, so I chose the first entry in vanilla t-files I thought fitting.

hm, yes I am bypassing yats stop-script there. which is only partly bad, because they will stop yat but will still be in yats list. as a result it could be possible you cannot restart them. will see if I can make an if-condition to remove ships from yats list if it is available :) does mitch st logistics too make use of such a list that needs to be modified?
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wysiwyg
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Post by wysiwyg »

I'm currently looking at detecting YAT and Euclid ships for MTSL. I think Yorrick's ships are fairly easy to detect as there is a global list of traders so it's just a simple matter of checking if this list exists and if so filter the ships on it out of any list that your mod is working on. Haven't delved deep enough into Euclid's mod yet to find out how traders are logged but I'll have a look. MTSL maintains a global ship list called global.$XRCLS.$lTradeShips that is an associative table indexed by the ship id so you'll need to iterate through it using the .keys property if you want to access the list sequentially.
w.evans
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Post by w.evans »

Phipsz wrote:hm, yes I am bypassing yats stop-script there. which is only partly bad, because they will stop yat but will still be in yats list. as a result it could be possible you cannot restart them. will see if I can make an if-condition to remove ships from yats list if it is available :) does mitch st logistics too make use of such a list that needs to be modified?
That explains what happened. They were squadded under my Lepton, and acted like normal newly-assigned ships (with follow orders), but they wouldn't appear in the YAT add list. Wasn't sure if the requirement to be out of squad required them to be out of any squads, so I thought that it would be a simple matter of removing them from the Lepton's squad.
Phipsz wrote:@w.evans: heh, did not think this button could imply that :D that button only removes the ship from the list ;) will have to see if I find a different text that fits there. I did not want to block a t-page, so I chose the first entry in vanilla t-files I thought fitting.
Thanks for the clarification!

If it's not too much trouble, could you please add the functionality to remove from squads? Would make sense, I think, since Multiassignment is pretty much the most convenient way to add multiple ships to a squad, and I don't think it's possible to just remove a ship from a squad in vanilla unless it's to transfer them to the player's squad.
Phipsz
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Post by Phipsz »

@wysiwyg: thanks! are the tables for mtsl storing all relevant information? so if I have a shipid, would I have to delete the ship from the table or modify a specific key to disable the ships queue? or maybe do you have a cue/library to handle this?

@w.evans: sounds easy enough to do, nice idea :) will work on it the next few days, so stay tuned :)
w.evans
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Post by w.evans »

Thanks, Phipsz!
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Would love a "Leave squad" order. If it proves possible, I'll be advertising this mod in the following thread :)

http://forum.egosoft.com/viewtopic.php?t=378677

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