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

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

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Jack08
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Post by Jack08 »

Scoob wrote:
Jack08 wrote:Sorry the next release is taking its time guys. im doing a full rewrite for better compatibility and easier extension.
Nice. It's amazing how much you learn during the initial development of a mod. I suspect its inevitable that you end up being critical of your own work and pulling it apart! I did that with my own cap ship hull shield mod, then Bobucles went and beat me to it with his own version while I was having a day off from tweaking lol. Ah well, my mods remains just for me now.

I suspect you'll aim to release after you've incorporated any tweaks the upcoming v1.18 patch makes necessary? I don't know if ES will be takling any of the combat issue in this one...

Scoob.
I am rewriting the system to allow other modders to use it in an extensible way, adding commands, category's, and editing existing entry's - im working closely with another modder who is working on AI scripts, so that when the update to MCE is released and that mod is release, they will integrate together seamlessly.

In its current state its nothing more then prototype code, quick dirty implementation that i used to get the mod out of the door as fast as possible, this is coming back to bite me as it's requiring increasing amounts of work to maintain patch-by-patch, this is the main reason for the rewrite.
Scoob
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Post by Scoob »

Cool. The rework will pay for its self many times over I suspect. Needless to say I'll be ready to click the download button as soon as it's ready :)

How're you finding the whole .XML modding approach btw? I'm actually liking it from a ease of modding perspective, however I makes for lots of typing.

Scoob.
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Jack08
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Post by Jack08 »

Scoob wrote:Cool. The rework will pay for its self many times over I suspect. Needless to say I'll be ready to click the download button as soon as it's ready :)

How're you finding the whole .XML modding approach btw? I'm actually liking it from a ease of modding perspective, however I makes for lots of typing.

Scoob.
Im linking the diff patching abilities for sure, typing XML is annoying, i keep wanting to make an XML converter to another syntax that i designed a while ago, but its a lot of effort to write and ive got MCE to maintain and XTL to finish, so yeah.
jccpsc
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Post by jccpsc »

Can anybody point me to where I can download this mod?
Because the link in the athor's post is not to friendly to me, it directs me to the site and then all I can get is advertisement and nothing else, does'nt do nothing, zipit, nada, nop, and so on.

Thanks in advance...

JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
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Cyllie
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Post by Cyllie »

jccpsc wrote:Can anybody point me to where I can download this mod?
Because the link in the athor's post is not to friendly to me, it directs me to the site and then all I can get is advertisement and nothing else, does'nt do nothing, zipit, nada, nop, and so on.

Thanks in advance...

JCC
It's the third link and you have to click on the left half of it or you will just get the image....actually two different links

http://xrebirth.nexusmods.com/mods/59//?
jccpsc
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Post by jccpsc »

Thanks Cyllie

But I was beeing directed correctly to the site were the mod is, the thing that was happening is when I clik ANY WHERE it onlly gave me advertisements. But today I finely managed to dowload it.

So thanks anrway for the help

JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
KRM398
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Post by KRM398 »

heres something to think about.. how about specific drone commands? Like ..gather loot in zone, or gather targeted loot. Or maybe hack ships cargo bay, we have all these specialized drones and if we get into one to hack a ship it has a long drawn out list of things to hack, and even then we don't get the ship, but maybe some cargo. It shouldn't take a dozen or more hacks to get it to drop cargo, thats what I'm saying.

I understand that some commands are in game, but they for the most part doint do diddly. I have been thinking of buying an armed Rehanas (container) and sing that along with the Skunk to gather materials for my station, by pirating them from Plutarch, but is that even possible right now or would it waste 6 million dollars at least and then I'd see that the commands to do it aren't there. :wink:
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Petroph
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Post by Petroph »

KRM398 wrote:heres something to think about.. how about specific drone commands? Like ..gather loot in zone, or gather targeted loot. Or maybe hack ships cargo bay, we have all these specialized drones and if we get into one to hack a ship it has a long drawn out list of things to hack, and even then we don't get the ship, but maybe some cargo. It shouldn't take a dozen or more hacks to get it to drop cargo, thats what I'm saying.

I understand that some commands are in game, but they for the most part doint do diddly. I have been thinking of buying an armed Rehanas (container) and sing that along with the Skunk to gather materials for my station, by pirating them from Plutarch, but is that even possible right now or would it waste 6 million dollars at least and then I'd see that the commands to do it aren't there. :wink:
Drones are completely automated. And are utilized by the Capital or Engineer of the ship. There is already a gather resources here, and works quite well, at least for me.

Having drone commands would be nice though, but other things to actually control the bigger ship should be priority.
Mad_Joker
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Post by Mad_Joker »

I just wanted to let you all know that I figured out what is causing the constant switching between red and blue turret lights on capital ships. It is (at least I consider it as) a bug in the game, where if you have a battlestate active and you activate the same state again, it will play the whole animation cycle to return to itself, since it does not know how the get there otherwise.

As an example, say you were in "battlestate_yellow" (which is actually turrets shining blue), and you activate "battlestate_yellow" again, you will cause the turrets to flash red.

This happens with the stock capital script, and is not changed by the escort script I wrote for MCE. However, I'm please to announce that I am currently working on a complete AI rewrite from scratch that solves all of these issues.

Things are actually looking rather well. Currently I have finished rewriting the whole escort logic for capital ships and fighters following the Skunk.

I also rewrote the whole defence officer script for capital ships. They now actually launch drones correctly etc.

Hopefully I can release it soon.

Until then, Hafe vun!
Last edited by Mad_Joker on Wed, 27. Nov 13, 17:43, edited 1 time in total.
foxtrot76
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Post by foxtrot76 »

Mad_Joker wrote:I just wanted to let you all know that I figured out what is causing the constant switching between red and blue turret lights on capital ships. It is (at least I consider it as) a bug in the game, where if you have a battlestate active and you activate the same state again, it will play the whole animation cycle to return to itself, since it does not know how the get there otherwise.

As an example, say you were in "battlestate_yellow" (which is actually turrets shining blue), and you activate "battlestate_yellow" again, you will cause the turrets to flash red.

This happens with the stock capital script, and is not changed by the escort script I wrote for MCE. However, I'm please to announce that I am currently working on a complete AI rewrite from scratch that solves all of these issues. Things are actually looking rather well, and hopefully I can release it soon.

Until then, Hafe vun!
You Sir just made my day! Thanks for your work :D
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Petroph
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Post by Petroph »

Hopefully when we get the Attack target command implemented. We can get a type of command that tells your whole squad to attack a certain target, so that you don't have to go to every ship and tell them to attack a target.

No idea how that would be implemented though, seeing as you have to contact each captain to give orders too.
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J. Spartan
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Post by J. Spartan »

Sounds pretty easy to me as you can assign ships under any captain. Give the order to an "admiral" and the fleet shall follow ;) In theory of course...
"Give a man a bullet, and he'll want a gun. Give a man a gun, and he'll be giving away the bullets."
not2day
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Post by not2day »

Thank you for creating this, I was expecting to be able to command multiple ships from the start. You're my hero.
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Petroph
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Post by Petroph »

J. Spartan wrote:Sounds pretty easy to me as you can assign ships under any captain. Give the order to an "admiral" and the fleet shall follow ;) In theory of course...
Would sound great, however, since putting a ship under someone else's command removes them from your property list, you won't be able to control them at all if you need control it later. Unless we can get a way to remove them and them from the other captains command and put the ship back in your property list.
Crescentius
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Joined: Sat, 7. Sep 13, 18:12

Post by Crescentius »

I'm having some issues getting the mod to work. I don't see any additional menus in the comm menu when hailing a squadded ship. Is this mod not compatible with others?
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Petroph
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Post by Petroph »

Crescentius wrote:I'm having some issues getting the mod to work. I don't see any additional menus in the comm menu when hailing a squadded ship. Is this mod not compatible with others?
Have you installed in in the correct extension folder?
Have you enabled it via the menu?
Are you going to the "New Order" command first?
Thurmonator
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Post by Thurmonator »

So this may or may not be a MCE issue, but I have a new Balor and I put the captain among others on there but the new order option is greyed out as well as the assign new commander option.

Any ideas?
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Heads up: there seems to be a relationship between ships not being able to attack anything PERIOD and lack of gravidar being set in ships functions. Apparently, the <gravidar/> tag is never set (goes underneath </ammunition> tag in ships (check your save files for examples) and ultimately means ships can't attack because they can't see anything!! LOL ... literally. This, on top of the animation bug/loop (turrets going red/blue/red/blue) and god knows what else means ... well ... vanilla combat scripts are FUBAR ... for now at least. Bug has been reported in beta patch forums and elsewhere probably. Just a friendly community FYI since I love this mod.
Pimpace
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Post by Pimpace »

Guys, I ordered my ships to refuel jumpdrive, they confirmed the order, saying "buying xxxx amounts of fulecells" (or something like that) but nothing happened.

Now what? Then when I went another sector, they said that "can't jump no fuel blah blah"

So how can I sure that they obey my order, and get some fuel?!
Furious1964
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Joined: Wed, 20. Nov 13, 09:27

Post by Furious1964 »

I have a feature that would really help: the ability to prioritize repair projects on all ships. Example: When the Engineer is repairing weapon systems and you need the engines fixed, you could reassign all construction drones to repair the engines instead of having to wait until everything else is fixed.

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