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

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

dfm5000
Posts: 272
Joined: Fri, 12. Oct 12, 20:40

Post by dfm5000 »

Petroph wrote:
Raapys wrote:Any chance you could do ship-to-ship trading? I tried having a look at it myself, but couldn't really figure out how one would go about getting references to both ships...
That would be an interesting one indeed. As not even in the scripted singplayer there is nothing with ship to ship trading. Would be plausable in X3 but not here, because that would be wildly too complicated for Egosoft... :lol:
If that were possible I wouldn't have the headache with construction drones.
Mysterial
Posts: 665
Joined: Wed, 6. Nov 02, 20:31
x4

Post by Mysterial »

Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.
dfm5000
Posts: 272
Joined: Fri, 12. Oct 12, 20:40

Post by dfm5000 »

Mysterial wrote:
Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.
http://xrebirth.nexusmods.com/mods/45/?
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

dfm5000 wrote:
Mysterial wrote:
Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.
http://xrebirth.nexusmods.com/mods/45/?

Last reports about that mod say it breaks the ability for ships to jump through gates, i dont know for sure however. If your ships dont go through gates after installing it dont blame MCE like everyone has been :D

I personally have never had a problem with jump fuel after i implemented the find fuel command. So im not entirely sure if there is a problem with the command or not.
loxen
Posts: 85
Joined: Sat, 10. Jan 09, 07:17
x4

Post by loxen »

I think I have a issue with the MOD. I had a trader stuck at a station trying to trade for over 30 min. I gave the issue to abort the trade. The trade cleared but now I cant issue new commands because "She is to busy"

Any idea?
User avatar
Petroph
Posts: 187
Joined: Tue, 12. Jul 11, 08:07
x4

Post by Petroph »

Definatly, need to get a repair script in there somehow. I cannot trust Egosoft, in their patch notes saying they have fixed engineers fixing ships, when in reality, they havn't. At least for me.
dsoden
Posts: 40
Joined: Fri, 19. Dec 03, 16:16
x4

Post by dsoden »

Jack08 wrote:
dfm5000 wrote:
Mysterial wrote:
Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.
http://xrebirth.nexusmods.com/mods/45/?

Last reports about that mod say it breaks the ability for ships to jump through gates, i dont know for sure however. If your ships dont go through gates after installing it dont blame MCE like everyone has been :D

I personally have never had a problem with jump fuel after i implemented the find fuel command. So im not entirely sure if there is a problem with the command or not.
I can report that I've been using the 1.1 version of "no jump fuel" with the patch found in the thread and it works well with MCE including gate jumps. I can't speak about the newer version as I've not gotten around to updating.

I wanted to also report a possible issue with MCE trade deletion. I deleted a trade for a rahanas that was delivering for my construction ship (plot). I later was editing my save to get the last of the resources as trade ships are completely stuck in my current game. They can't even fill up for me to steal from.

Anyway, there was a trade entry on the construction ship that looked like it was a leftover from the trade with the rahanas. As though, when a trade is que'd up, it goes on both trade partners que's but only got deleted on the ship end.

I may be completely wrong about all of this but I thought I'd throw it out there, just in case it could cause an issue.

BTW, I wouldn't be playing right now if it weren't for this mod :)
User avatar
Petroph
Posts: 187
Joined: Tue, 12. Jul 11, 08:07
x4

Post by Petroph »

Potential Bug
Abort Trade Command does not stop dock order but does cancel trade.

After you abort a trade, the ship will stop, and follow the Skunk. However, if you remove the ship from your squad OR Reload a Save made after the order was canceled, the ship will continue to complete the dock order after some time, but not actually trade anything. Major time consumer, seeing as my slow Scaldis will slowly dock up, then immediatly leave. That thing is slow enough lol.

Tested this twice with 2 different ships.
Sanyokbig
Posts: 31
Joined: Fri, 6. Apr 12, 13:01
x4

Post by Sanyokbig »

It would be awesome, if you did the "Transfer command", so freighter 1 will transfer wares to freighter 2 by drones. I think it may be complicated, but very helpful to manage bought or stolen wares
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

i was already looking into some sort of freight transfer, but its going to take time to get anywhere near complete.... first i have to figure out if its possible for one ship to dock at another
Kierk
Posts: 115
Joined: Wed, 30. Oct 13, 16:38

Post by Kierk »

Petroph wrote:Definatly, need to get a repair script in there somehow. I cannot trust Egosoft, in their patch notes saying they have fixed engineers fixing ships, when in reality, they havn't. At least for me.
Was this in a recent patch? I can't find anything in the official patch notes, other than a general thing about enginers on player ships and stations which could just be conversational.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

just out of curiosity has anyone tried buying construction drones while you have an engineer on the skunk? do they get transferred to the new ship with the engineer?

that could be how your supposed to fix captured ships.
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
x4

Post by Jey123456 »

i tried, and no they dont
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Jey123456 wrote:i tried, and no they dont
Hmm, i sense an addition to this mod coming in the not to distant future :D :twisted: They Shall!
MrSuperKarti
Posts: 31
Joined: Wed, 20. Nov 13, 16:44

Post by MrSuperKarti »

Petroph wrote:Potential Bug
Abort Trade Command does not stop dock order but does cancel trade.

After you abort a trade, the ship will stop, and follow the Skunk. However, if you remove the ship from your squad OR Reload a Save made after the order was canceled, the ship will continue to complete the dock order after some time, but not actually trade anything. Major time consumer, seeing as my slow Scaldis will slowly dock up, then immediatly leave. That thing is slow enough lol.

Tested this twice with 2 different ships.

I'd say this could be related due to the trade is cancelled, but then the ship waits for its Cargolifter Drones to stop being "In Use" - what atm never happens.
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
x4

Post by Jey123456 »

Jack08 wrote:
Jey123456 wrote:i tried, and no they dont
Hmm, i sense an addition to this mod coming in the not to distant future :D :twisted: They Shall!

If you figure how to move units from a container to another container, tell me (or post it here !) i tried to do something similar, but units appear to be a read only
spacecoyote99
Posts: 375
Joined: Thu, 10. Oct 13, 20:57
x4

Post by spacecoyote99 »

Kierk wrote:Was this in a recent patch? I can't find anything in the official patch notes, other than a general thing about enginers on player ships and stations which could just be conversational.
I agree the wording is ambiguous, but they work for me. I put an engineer on a captured capital ship (which had a single construction drone in its hold) and although it took almost an hour it did start moving again and could jump as well. They seem to be capped at 75% hull for components because every turret, engine, etc, is now at 75%.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Jey123456 wrote:
Jack08 wrote:
Jey123456 wrote:i tried, and no they dont
Hmm, i sense an addition to this mod coming in the not to distant future :D :twisted: They Shall!

If you figure how to move units from a container to another container, tell me (or post it here !) i tried to do something similar, but units appear to be a read only
WARNING: 100% Untested code, but it should give you an idea.

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff>
	<!-- Move engineers drones with the engineer from the skunk to the target ship -->
	<add sel="//add_actor_to_platform[@dockingbay='player.platform']" pos="before">
		<debug_text text="'Moving Engineer Drones'" filter="error"/>
		<do_all exact="unitcategory.welder.maxmk" counter="$i">
			<!-- Calculate Transfer Amount -->
			<set_value name="$playerUnitCount" exact="player.primaryship.units.{unitcategory.welder}.mk.{$i}.count"/>
			<set_value name="$targetFreeUnits" exact="player.platform.ship.units.maxcount - player.platform.ship.units.count"/>
			<set_value name="$transferAmount" exact="$playerUnitCount"/>
			<do_if value="$transferAmount gt $targetFreeUnits">
				<set_value name="$transferAmount" exact="$targetFreeUnits"/>			
			</do_if>
			<debug_text text="'Moving %1 Welder Mk %2 Drones - Max/Free/Avail: %3/%4/%5'.[$transferAmount, $i, player.platform.ship.units.maxcount, $targetFreeUnits, $playerUnitCount]" filter="error"/>
			
			<!-- Transfer -->
			<remove_units object="player.primaryship" category="unitcategory.welder" mk="$i" exact="$transferAmount"/>
			<add_units object="player.platform.ship" category="unitcategory.welder" mk="$i" exact="$transferAmount"/>
			
			<!-- Cleanup -->
			<remove_value name="$playerUnitCount"/>
			<remove_value name="$targetFreeUnits"/>
			<remove_value name="$transferAmount"/>
		</do_all>
	</add>
</diff>
common.xsd Schema:

Code: Select all

      <xs:element name="add_units">
        <xs:annotation>
          <xs:documentation>
            Add units to an object (either 'macro' is to be provided or both 'category' and 'mk')
          </xs:documentation>
        </xs:annotation>
        <xs:complexType>
          <xs:attributeGroup ref="action" />
          <xs:attribute name="object" type="object" use="required" />
          <xs:attribute name="category" type="unitcategorylookup" />
          <xs:attribute name="mk" type="expression" />
          <xs:attribute name="tags" type="expression" />
          <xs:attribute name="macro" type="expression" />
          <xs:attribute name="faction" type="expression" >
            <xs:annotation>
              <xs:documentation>
                The faction that made the units - defaults to the owner of the object if not provided
              </xs:documentation>
            </xs:annotation>
          </xs:attribute>
          <xs:attribute name="unavailable" type="booleanexpression" use="optional">
            <xs:annotation>
              <xs:documentation>
                Add the unit as currently unavailable (default = false)
              </xs:documentation>
            </xs:annotation>
          </xs:attribute>
          <xs:attributeGroup ref="range" />
        </xs:complexType>
      </xs:element>

Code: Select all

      <xs:element name="remove_units">
        <xs:annotation>
          <xs:documentation>
            Remove units from an object (either 'macro' is to be provided or both 'category' and 'mk')
          </xs:documentation>
        </xs:annotation>
        <xs:complexType>
          <xs:attributeGroup ref="action" />
          <xs:attribute name="object" type="object" use="required" />
          <xs:attribute name="category" type="unitcategorylookup" />
          <xs:attribute name="mk" type="expression" />
          <xs:attribute name="tags" type="expression" />
          <xs:attribute name="macro" type="expression" />
          <xs:attribute name="unavailable" type="booleanexpression" use="optional">
            <xs:annotation>
              <xs:documentation>
                Remove the unit from currently unavailable units (default = false)
              </xs:documentation>
            </xs:annotation>
          </xs:attribute>
          <xs:attributeGroup ref="range" />
        </xs:complexType>
      </xs:element>
Im trying to test it now but every ship i try to board keeps killing my boarding crew... lol
Last edited by Jack08 on Sun, 24. Nov 13, 16:58, edited 1 time in total.
Wavey
Posts: 143
Joined: Wed, 17. Mar 04, 22:11
xr

Post by Wavey »

Why do all the download links now have .png after them now cant download the real file ?
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.
User avatar
Jack08
Posts: 2993
Joined: Sun, 25. Dec 05, 10:42
x3tc

Post by Jack08 »

Wavey wrote:Why do all the download links now have .png after them now cant download the real file ?
Whaaaa??... What browser are you using, lol.
http://xrebirth.nexusmods.com/mods/59/

Return to “X Rebirth - Scripts and Modding”