
Laptop got busted completely and my desktop was not in a good shape either.
I needed to backup stuff on the desktop, update the desktop, THEN backup stuff from the laptop.
Backup of the data in the laptop happened just last weekend.
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Yep, that sounds like XRebirth, lolBerserk Knight wrote:Working on combat scripts, and I'll tell you, it's a mess.
All of them are fundamentally flawed to the point where I'm suspicious if they thought it through, like, at all.
Capital ship scripts
-When set to "defend", only retaliates to the first ship that hits them. First attacker's a fighter and the rest are destroyers? "Screw the destoyers! We're going after that fighter!"
-"Attack" commands effectively only works on THE single target designated. Once the main target is dead, the captain's side of the script shuts off the DO's combat script, even if it still has other targets.
-Once the main target goes down, the DO doesn't even bother to designate other high-value targets as the new main target.
-Even if it does set a new main target, it won't do much good because the captain has no f***ing idea what the DO is targeting, thus can't maneuver accordingly.
-Captain side of the script just moves generically, no matter what ship they're on. (Sucellus, anyone?)
Fighter scripts
-If the current target ever goes out of range, the script abruptly terminates even if there are other targets.
-If they ever get hit by any enemy, they ignore all previous orders and go after the attacker (and ONLY the attacker) until either of them are dead or out of radar range. (18km. Doesn't really happen.) This override happens EVERYTIME they get hit by a different attacker, so until every attacker that took a shot at the fighter is dead, the original primary targets are completely ignored.
-(If, for some reason, it's NOT called through fight.attack.object) "I'm getting shot at? So what?" Has no handlers for being shot at.
Trying to solve all those problems with the new scripts...
Will also just re-quote this earlier post as I didn't notice a reply.Berserk Knight wrote: ---------- Updates ----------
v0.17
Requires BK Universal Menu System v2.0 (updated for XR 2.0) to work.
http://www.nexusmods.com/xrebirth/mods/372
...
v0.16
Requires BK Universal Menu System v1.1 (renamed from BK Universal Comm Menu) to work.
http://www.nexusmods.com/xrebirth/mods/372
Thanks!Sparky Sparkycorp wrote:Hi there,
Sorry if I've missed the obvious but please could someone explain where I should place the following directories? I've very little experience with Rebirth and mods on Nexus.
ManualCommandExtension __(MCE 0.17 directory)
BKUniversalCommMenu _____(required BK Universal Menu System)
Thanks in advance,
Sparks