[MOD] Manual Command Extension v0.10.2 {Discontinued}

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wwdragon
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Post by wwdragon »

Blistering update speeds! :D
*yoinks file*
Editing posts since long before I remember.
Scoob
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Post by Scoob »

Jack08 wrote: Thats very strange... ill look into it, it was working for me.

There wont be an update today guys sorry, I am not feeling vey well today, if there are any requests for commanda you would like added feel free to post them.

Also could someone test the patrol command? Seems Egosoft patched the patrol scripting last patch.
Hope you're feeling better soon mate.

I've just commanded my Taranis (plot) to patrol what I plan to be my "home" sector. I had just left it parked, but arrived in sector to see it near death (ALL hardpoint out of action) with ONE fighter buzzing around it. Going to see what difference "Patrol" makes, while I'm off doing other things.

Cheers,

Scoob.
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Petroph
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Post by Petroph »

Jack08 wrote:
Severant wrote:Is the cancel trade command broken? said unrecognized command. I have 6.1

"gEC_AbortTrades not recognized"
Thats very strange... ill look into it, it was working for me.

There wont be an update today guys sorry, I am not feeling vey well today, if there are any requests for commanda you would like added feel free to post them.

Also could someone test the patrol command? Seems Egosoft patched the patrol scripting last patch.
Cancel Trade Command seems to work great. However, this is on a New save. Not an existing one.

I decided to start a new game as the games patches have made my first campaign unplayable.

I have noticed though that on the cancel trade command it says the trade is canceled, and your money is returned. However, if you kick them from the squad "After" you cancel that trade order, they will automatically just fly to it and continue to complete it after about 10 mins of sitting there idly even with the manual Hold Position Command. But I'm testing it on the first mission to obtain 100 energy cells, which is of course STILL broken....
So there might be some scripting conflict there for that one trade mission.
But I went through my save and the order to get energy cells was still there.

Haven't tested the patrol command yet since I started a new game, so I'll get back to you on that.

If we could just get an "Attack Target" sometime in the future, that would make fights somewhat more enjoyable. As the Escort Me command kinda just hangs after 1 kill, which can be a pain in battle. Or if we could get the Battlestate Red to function more effectively, that may solve a lot of combat problems.

On top of that, I hope you get well soon, as alot of people in this community are very happy to see you working on this mod. 8)
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Frumph
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Post by Frumph »

^ don't think it's a 'conflict' it's more the script isn't releasing the ship ID adjacent script that triggers the moveto for it
Randeng
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Post by Randeng »

Our ships don't attack ennemies, even when they're attacked by them... I have an arawn, but one little fighter was destroying him (i put every crew member i could in this ship).

And now, i can't repair tu hull because i don't know how to do it^^
Central
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Post by Central »

Randeng wrote:Our ships don't attack ennemies, even when they're attacked by them... I have an arawn, but one little fighter was destroying him (i put every crew member i could in this ship).

And now, i can't repair tu hull because i don't know how to do it^^
use this for hull repairs. however engines and jumpdrive are still not repaired in the ships i captured.
Jey123456
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Post by Jey123456 »

I am currently doing a full rewrite of the engineer ai to act like what i expected it to act to begin with (you know, actually being an engineer on board).

I'm gonna make its own post once im done, i still have a few small things to fix (engines seem to be special and dont repair like turrets / shields so i need to figure that out).

But otherwise, once its done (hopefully in the next few hours), well be able to play with engineers that actually do emergency repair even without drones (balancedly slow), that implement a much more advanced support for the engineers multiple skills (repair rate, repair speed, morale, maximum repair without drone) and that repair the hull up to (25% without drone, 75% with drones, affected by engineer skills)
Randeng
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Post by Randeng »

But without mods, is there a way to repair easily hull and weapons/shields/engines etc... ?
Jey123456
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Post by Jey123456 »

if the bugs ever get fixed, yes, engineer are supposed to do it partially from what i understand, and then you can get your ship to a shipyard to do full repairs and or buy construction drones to repair more.

The mod im working on is much closer to a patch than a mod, my goal isnt to change the gameplay, simply to fix it xD.
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Jack08
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Post by Jack08 »

In that case it may conflict with MCE, as im rewriting the engineers at the moment too, to fix there ability to repair and remotely repair another ship.
Jey123456
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Post by Jey123456 »

yea, it might get annoying, since i litterally did a full rewrite of it, i found the original code to be.... ugly to say the least xD.
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Jack08
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Post by Jack08 »

Jey123456 wrote:yea, it might get annoying, since i litterally did a full rewrite of it, i found the original code to be.... ugly to say the least xD.
aye its pritty bad coding, how about when you release it you allow me permission to modify for remote repair command and integrate it into MCE? Full credits given of course. If so i can skip the engineers for the time being and begin working on other features. If you say no i fully understand.

I have only started writing mine a few hours ago so its nowhere near complete yet.
Jey123456
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Post by Jey123456 »

I have absolutely no problems with that, i had no intention to restrict the source in any fashion anyway.

Hopefully youll find it a lot easier to work with than the mess that came with the game as well, i do have a tendency to go a bit overboard on comments xD (18years of C/C++ will do that to you >< lol)

I'm actually on the last straight line to complete the first version of it (highly untested), i had a working version, but i didnt like the workaround to one of the casting problem i had since it implied doing a search every iteration, but i finally got around that.
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Jack08
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Post by Jack08 »

Jey123456 wrote:I have absolutely no problems with that, i had no intention to restrict the source in any fashion anyway.

Hopefully youll find it a lot easier to work with than the mess that came with the game as well, i do have a tendency to go a bit overboard on comments xD (18years of C/C++ will do that to you >< lol)
haha cool :)

I would have commented the hell out of MCE in the same way but its prototype code that i am going to completely rewrite very soon. Replacing all of the current manual work with lists and loops. I probably should have done that in the first place but at the time of writing i was still trying to get passed the whole XML thing, after so much time working with X3, C++, and other similar langues, it was a shock to my thinking patterns to adjust to not see it as XML and see it as actual code :D
Randeng
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Post by Randeng »

Well, if you fix engineers, there will be two big things left (in my opinion): allow owned ships to fight (instead of doing nothing) and enable trades (so i can finally continue my game^^).
foxtrot76
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Post by foxtrot76 »

Just wanted to post and let you guys know that you are awsome :wink:
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Jack08
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Post by Jack08 »

jeroll3d@Combat System Extension Thread wrote:Please unify these commands

1 - Combat System Extension and Manual Comand Extension;

Thanks
Unification wont be necessary, i'm working on battlestates which completely replaces the existing defense officer script at the moment, when battlestates are released the two mods will become incompatible.
SparvieroGed
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Post by SparvieroGed »

Good job! This is fantastic!

Where can i find the command "abort trade" ?
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Jack08
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Post by Jack08 »

SparvieroGed wrote:Good job! This is fantastic!

Where can i find the command "abort trade" ?
If your ship has an outstanding trade, it will be in the manual commands main menu (Same place as navigation and combat)
SparvieroGed
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Post by SparvieroGed »

Jack08 wrote:
SparvieroGed wrote:Good job! This is fantastic!

Where can i find the command "abort trade" ?
If your ship has an outstanding trade, it will be in the manual commands main menu (Same place as navigation and combat)
Thanks!

I don't know if this can be useful: i find out that if a set a route to another sector, ships in my squad jump in the right zone with out waiting for me. Maybe this is the vanilla command "go to..."

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