[PROJECT] Multiple Player ships

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

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

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

Miniding wrote:
Sparky Sparkycorp wrote:I think that is for the best for us :)
Indeed!! And the fact that he's working now is a good thing too!! means that the next release is closer than ever.... Am I wrong?
I am not at liberty to say, sorry hehe
bmtv0957
Posts: 107
Joined: Sun, 26. Dec 04, 18:03
x4

Post by bmtv0957 »

Miniding wrote:Very interesting project!! I'm ready for being a beta tester anytime for you!!

I would love to have more S and M classes player ships controlled...

The idea of a clickable Map, or cockpit and capship deck is very lovely too!

Hope the best luck and smartness foor you all to make it!!

Don't hesitate to contact me there or by forum MP if need of a beta tester as I actually play vanilla (or few modd that doesn't touch original files) cause Ican't be more for you as I'm not very friendly with scripts lol!

Keep up and, again, don't hesitate if need me anyway!
I love the idea of controlling the ship via a clickable map interface. That would be excellent.

I hate that the skunk has to dock at everything... It means if you want to add new ships you'll have to create new dock interiors for every one of them... Unless you replace the docking procedure with some sort of shuttle or cargo pod. The ship pulls up along side the station, and you hop aboard a cargo pod, and land on the station. Or make it even easier, simply remove the whole docking thing, and put a transporter room in place of the dock, and you beam directly out of your cockpit.

I know it will probably never happen, but one can dream.
User avatar
Earth Ultimatum IV.
Posts: 5280
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. »

I hope the devs are reading this :)
I really think that replacing landing pad with a bridge, and making it so, that when you double click somewhere on the map, capship in which you are sitting will fly there (and if you click at enemy ship, it will be attacked), would improve the game by a GIANT bit.

It cannot be that hard to design. A bridge is not going to be a problem - the Egosoft modeller has proven a DOZEN of times that he has dem skills to make anything look good :)
And a clickable map... Shouldn't be a hard nut to crack for the devs in my opinion.
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

well, Map Interface is not that necesary imo.. if you want to fly farther than then somewhere in the current Zone you can use the current Map floating like its done currently, if its something nearby just click the related Object in Space directly (Bonus Points when the Player Char points with his Hand in that direction and says "Attack that one!!" when you click an enemy Ship :D )
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
User avatar
Earth Ultimatum IV.
Posts: 5280
Joined: Mon, 3. May 10, 14:39
x4

Post by Earth Ultimatum IV. »

Yes, travelling between zones is good enough.
But there is no real way to tell your ship to fly to certain coordinates in a zone, and that is why "clicking on the map" is needed.
Yep, I've been exactly imagining it as a captain on a deck, points his hand on a enemy fleet and says "attack that, guys". :)
User avatar
Miniding
XWiki Moderator
XWiki Moderator
Posts: 948
Joined: Fri, 14. Dec 07, 11:33
x4

Post by Miniding »

may be a good way to include something like pointing to go would be to get a "fly to coordinates like it was in previous Xs BUT i remember it was asked long before and have no real "will do" answer... may be my reminds is wrong...

Clickable bridge in any way should be more immersive though IMO...

wait and see! :lol:
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
User avatar
NZ-Wanderer
Posts: 1627
Joined: Thu, 5. Aug 04, 01:57
x4

Post by NZ-Wanderer »

Earth ultimatum IV. wrote:It cannot be that hard to design. A bridge is not going to be a problem - the Egosoft modeller has proven a DOZEN of times that he has dem skills to make anything look good :)
This has come up quite a lot of times around different threads, IMHO it is a great idea and would really help with the immersion of the game docking the skunk and being transported to the bridge of your capital ship :)
Just wish someone could actually get it done...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

Return to “X Rebirth - Scripts and Modding”