[MOD] Reaction Force

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Sturmer
Posts: 505
Joined: Thu, 9. Jun 11, 19:17

Re: [MOD] Reaction Force

Post by Sturmer »

IF this mod is still being worked on I would like to add 3 suggestions:

- make it possible to have a blacklist of factions that should not be attacked

- option to set whether the reaction force will help non-player-employed AI or not and which faction

- and, this is THE MOST important: which class of ships to attack
Anthoam
Posts: 22
Joined: Mon, 6. Apr 20, 21:14
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Re: [MOD] Reaction Force

Post by Anthoam »

ShiBDiB I translated some of your mods and pulled a request on GitHub to add it, but can't understand this site so I don't know if it worked.

If not I can do it again :)
MiFoludek
Posts: 65
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Re: [MOD] Reaction Force

Post by MiFoludek »

Phiolin wrote: Sun, 10. May 20, 15:56 - When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?
Yes, this is very annoying. I have stopped using this great mod because of this.
ShiBDiB
Posts: 79
Joined: Mon, 7. May 07, 00:12
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Re: [MOD] Reaction Force

Post by ShiBDiB »

MiFoludek wrote: Fri, 5. Jun 20, 19:23
Phiolin wrote: Sun, 10. May 20, 15:56 - When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?
Yes, this is very annoying. I have stopped using this great mod because of this.
I'll make sure this is fixed in the next release. Been on a break from modding/x4 with the nice weather.
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
ShiBDiB
Posts: 79
Joined: Mon, 7. May 07, 00:12
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Re: [MOD] Reaction Force

Post by ShiBDiB »

Mod appears to work fine with 4.0, let me know if that is not the case for anyone
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page
Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
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Re: [MOD] Reaction Force

Post by Osbot »

I have to reiterate a request, the option to react to capital ships or not.

Setting up small reaction force patrols of fighters to protect trade/mining ships turns into a nightmare when they converge on capital ships, which are largely NOT a problem for traders/miners to run away from.
Sturmer
Posts: 505
Joined: Thu, 9. Jun 11, 19:17

Re: [MOD] Reaction Force

Post by Sturmer »

When my ship/fleet responds to a distress call it then continues with order to "Protect that ship" for so long that I have to manually cancel that order. What is the timeline for that order before they go back to doing what they were?

Also, do reaction forces respond to distress from other factions by default or is it possible to somehow turn it off?
daBeschi
Posts: 76
Joined: Mon, 28. Jan 19, 14:04
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Re: [MOD] Reaction Force

Post by daBeschi »

Hello,

I have also a request for an option. Sometimes they react to a ship in xenon space and commit suicide. An option to toggle "fly to enemy space" would be great.

Greetings
Sturmer
Posts: 505
Joined: Thu, 9. Jun 11, 19:17

Re: [MOD] Reaction Force

Post by Sturmer »

Btw., any way of preventing my rep from sinking?

I just had a case in Morning Star sector where my Reaction Force attacked a Rattlesnake Marauder with ARG markings (but it seems it as a FAF in disguise since my rep with FAF went down), which kept deploying laser towers before it was destroyed, and killing it and the towers tanked my rep with Fallen Families. Is it possible to avoid this? After all, the Marauder either attacked my ship or an AI ship first, I shouldn't be getting punished for it.
chh2tx
Posts: 15
Joined: Mon, 15. Mar 21, 05:13
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Re: [MOD] Reaction Force

Post by chh2tx »

Sturmer wrote: Sun, 21. Mar 21, 17:55 When my ship/fleet responds to a distress call it then continues with order to "Protect that ship" for so long that I have to manually cancel that order. What is the timeline for that order before they go back to doing what they were?

Also, do reaction forces respond to distress from other factions by default or is it possible to somehow turn it off?
I'm having this same issue. Unfortunate.
BlackRain
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Re: [MOD] Reaction Force

Post by BlackRain »

chh2tx wrote: Tue, 23. Mar 21, 17:50
Sturmer wrote: Sun, 21. Mar 21, 17:55 When my ship/fleet responds to a distress call it then continues with order to "Protect that ship" for so long that I have to manually cancel that order. What is the timeline for that order before they go back to doing what they were?

Also, do reaction forces respond to distress from other factions by default or is it possible to somehow turn it off?
I'm having this same issue. Unfortunate.
I don't know for sure, but it seems like if you only select respond to player but do not select respond to ships then maybe it will only respond to your own ships and not others.
Sturmer
Posts: 505
Joined: Thu, 9. Jun 11, 19:17

Re: [MOD] Reaction Force

Post by Sturmer »

BlackRain wrote: Tue, 23. Mar 21, 18:24 I don't know for sure, but it seems like if you only select respond to player but do not select respond to ships then maybe it will only respond to your own ships and not others.
Yeah, would be great if the author actually explained the options and their effects, in the original post so we would know what they do. xD
chh2tx
Posts: 15
Joined: Mon, 15. Mar 21, 05:13
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Re: [MOD] Reaction Force

Post by chh2tx »

BlackRain wrote: Tue, 23. Mar 21, 18:24
chh2tx wrote: Tue, 23. Mar 21, 17:50
Sturmer wrote: Sun, 21. Mar 21, 17:55 When my ship/fleet responds to a distress call it then continues with order to "Protect that ship" for so long that I have to manually cancel that order. What is the timeline for that order before they go back to doing what they were?

Also, do reaction forces respond to distress from other factions by default or is it possible to somehow turn it off?
I'm having this same issue. Unfortunate.
I don't know for sure, but it seems like if you only select respond to player but do not select respond to ships then maybe it will only respond to your own ships and not others.
Well the issue I was commenting as also experiencing is the protect that ship order being sustained for too long. I've seen it actually 'protect that ship' and fly right past the aggressors. Then since the protected ship is out of firing range, it just follows them. It's not really a reaction force unless the target is still being actively attacked when it arrives in protection range. Then even then, the protect order seems to stick for too long that they will then sit and not react to other threats in sector.
BlackRain
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Re: [MOD] Reaction Force

Post by BlackRain »

chh2tx wrote: Wed, 24. Mar 21, 22:13
BlackRain wrote: Tue, 23. Mar 21, 18:24
chh2tx wrote: Tue, 23. Mar 21, 17:50

I'm having this same issue. Unfortunate.
I don't know for sure, but it seems like if you only select respond to player but do not select respond to ships then maybe it will only respond to your own ships and not others.
Well the issue I was commenting as also experiencing is the protect that ship order being sustained for too long. I've seen it actually 'protect that ship' and fly right past the aggressors. Then since the protected ship is out of firing range, it just follows them. It's not really a reaction force unless the target is still being actively attacked when it arrives in protection range. Then even then, the protect order seems to stick for too long that they will then sit and not react to other threats in sector.
I think the mod author mentioned fixing that on the nexus but maybe hasn't gotten around to it yet.
BlackRain
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Re: [MOD] Reaction Force

Post by BlackRain »

A work around for those of you using this mod.

If you go into the order.fight.reactionforce script in the aiscripts folder and do a search for "protect" you can then look for timeout and change the timeout from 300s to 10s. However, the ship will still fly to the target and protect it for ten seconds, if the ships is leaving the sector and is ahead of the ship going to defend, the ships using this script will continue to follow until they reach them. Only then will it time out after 10 seconds or 300 seconds or whatever number you set it to.

Another possibility is just to delete the protect orders, it should still go to attack any enemies but it won't linger maybe. I haven't tested it.
AiaxX
Posts: 39
Joined: Sun, 17. Apr 11, 01:23
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Re: [MOD] Reaction Force

Post by AiaxX »

I tried it, but after i change the timeout the Command for the Reaction-Force just disappear ;(
BlackRain
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Re: [MOD] Reaction Force

Post by BlackRain »

AiaxX wrote: Sun, 28. Mar 21, 21:00 I tried it, but after i change the timeout the Command for the Reaction-Force just disappear ;(
you must have done something wrong lol. It is working fine for me. I have since removed the protect command entirely, now they just attack the enemies and go back to doing what they do.

Basically just do this (you can leave everything else as it was)

Code: Select all

<!-- If it's a station protect the station -->
                        <!--<do_if value="$responseTarget.isclass.station">
                            <debug_text text="'SHIB Reaction Force - %s - Responding to Station %s'.[this.ship.knownname, $responseTarget.knownname]"/>
                            <create_order object="this.ship" id="'ProtectStation'">
                                <param name="station" value="$responseTarget"/>
                                <param name="timeout" value="10s"/>
                            </create_order>
                        </do_if>-->
                        <!-- If it's a ship protect the ship -->
                        <!--<do_elseif value="$responseTarget.isclass.ship">
                            <debug_text text="'SHIB Reaction Force - %s - Responding to Ship %s'.[this.ship.knownname, $responseTarget.knownname]"/>
                            <create_order object="this.ship" id="'ProtectShip'">
                                <param name="target" value="$responseTarget"/>
                                <param name="timeout" value="10s"/>
                            </create_order>
                        </do_elseif>-->
monish_05m
Posts: 21
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Re: [MOD] Reaction Force

Post by monish_05m »

Theres some activity on his github so lets hope it comes to something.
AiaxX
Posts: 39
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Re: [MOD] Reaction Force

Post by AiaxX »

BlackRain wrote: Sun, 28. Mar 21, 21:12
AiaxX wrote: Sun, 28. Mar 21, 21:00 I tried it, but after i change the timeout the Command for the Reaction-Force just disappear ;(
you must have done something wrong lol. It is working fine for me. I have since removed the protect command entirely, now they just attack the enemies and go back to doing what they do.

Basically just do this (you can leave everything else as it was)

Code: Select all

<!-- If it's a station protect the station -->
                        <!--<do_if value="$responseTarget.isclass.station">
                            <debug_text text="'SHIB Reaction Force - %s - Responding to Station %s'.[this.ship.knownname, $responseTarget.knownname]"/>
                            <create_order object="this.ship" id="'ProtectStation'">
                                <param name="station" value="$responseTarget"/>
                                <param name="timeout" value="10s"/>
                            </create_order>
                        </do_if>-->
                        <!-- If it's a ship protect the ship -->
                        <!--<do_elseif value="$responseTarget.isclass.ship">
                            <debug_text text="'SHIB Reaction Force - %s - Responding to Ship %s'.[this.ship.knownname, $responseTarget.knownname]"/>
                            <create_order object="this.ship" id="'ProtectShip'">
                                <param name="target" value="$responseTarget"/>
                                <param name="timeout" value="10s"/>
                            </create_order>
                        </do_elseif>-->
Thanks mate, will try :D

Code: Select all

<!-- If it's a station protect the station -->
                        <do_if value="$responseTarget.isclass.station">
                            <debug_text text="'SHIB Reaction Force - %s - Responding to Station %s'.[this.ship.knownname, $responseTarget.knownname]"/>
                            <create_order object="this.ship" id="'ProtectStation'">
                                <param name="station" value="$responseTarget"/>
                                <param name="timeout" value="10s"/>
                            </create_order>
                        </do_if>
                        <!-- If it's a ship protect the ship -->
                        <do_elseif value="$responseTarget.isclass.ship">
                            <debug_text text="'SHIB Reaction Force - %s - Responding to Ship %s'.[this.ship.knownname, $responseTarget.knownname]"/>
                            <create_order object="this.ship" id="'ProtectShip'">
                                <param name="target" value="$responseTarget"/>
                                <param name="timeout" value="10s"/>
                            </create_order>
                        </do_elseif> 
I just change the value timer to 10 and... the command just disapper again... Wtf?
The Folder which i have to edit is C:\Program Files (x86)\Steam\steamapps\common\X4 Foundations\extensions\shib_reactionforce , right?
ShiBDiB
Posts: 79
Joined: Mon, 7. May 07, 00:12
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Re: [MOD] Reaction Force

Post by ShiBDiB »

I just got the DLC finally so this and my other mods are finally getting some TLC
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

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