[MOD] MultiAssignment

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

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XenonSurf
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Post by XenonSurf »

Technically speaking, I think Otani the player is not a 'Commander' like other captains of capital ships. This could make assigning ships to the Skunk more difficult.
I would very welcome being able to put 4-5 ships in 'Join my squad' at once, because in some combat scenarios you want to have figthers and carriers, but no L-type ships.
However, the 'Leaving my squad' does work with the Skunk, good!

I really appreciate your mod, it's a big time saver to bypass all these dialogs...

Great!
XenonS
Phipsz
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Post by Phipsz »

XenonSurf wrote:Technically speaking, I think Otani the player is not a 'Commander' like other captains of capital ships. This could make assigning ships to the Skunk more difficult.
I would very welcome being able to put 4-5 ships in 'Join my squad' at once, because in some combat scenarios you want to have figthers and carriers, but no L-type ships.
However, the 'Leaving my squad' does work with the Skunk, good!

I really appreciate your mod, it's a big time saver to bypass all these dialogs...

Great!
XenonS
yeah, it is different on a technical level, but I only needed to change 3-5 lines. as I already said, feature added :)
UniTrader
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Post by UniTrader »

Just another suggestion: add color codes so you can make ship names colorful ;) if you want to know how they work just ask
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 ;)
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alexalsp
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Post by alexalsp »

Noticed a bug.

1) Through the menu skunk give the command - to patrol the zone
2) Through mod - Output from the squad
3) Add in the squad
4) Open the menu commands skunk - The entire group - Patrol zone. Fighters do not perform any command.
Phipsz
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Post by Phipsz »

@UniTrader: I think you already mentioned somewhere to use t-files using the colour-codes ingame. I was trying to avoid a t-file here so far for a more international compatible version. hm, maybe a library on steamWorkshop accessible for everyone with those colour-codes? then everybody could use colour-codes without having to dedicate a text-page for it.

@alexalsp: hm, strange. all I do is use the <add_to_player_squad /> command to add all ships to the player's squad. maybe I need to <start_script name="'player.default'" /> as well? should not be needed afaik, but I could be wrong. Anyone any ideas about that?
UniTrader
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Post by UniTrader »

t-file is imo the best Solution if you need own Texts which have to be localized at some point ;) also you can use the 0001.xml without language suffix to use it for all game versions which dont have an individual File ;) no need to create one for each language first

also you can Hardcode these Color Codes in your Script if you prefer that - works the same as in the t-file ;)

regarding player.default: i think this is indeed necesary because this Script is not started from an event catching the addition to the Player Squad (and i think thats fine this way because this makes it easier to implement a player.default-alternative :) )
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 ;)
Phipsz
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Joined: Mon, 23. Apr 12, 23:56
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Post by Phipsz »

UniTrader wrote:t-file is imo the best Solution if you need own Texts which have to be localized at some point ;) also you can use the 0001.xml without language suffix to use it for all game versions which dont have an individual File ;) no need to create one for each language first

also you can Hardcode these Color Codes in your Script if you prefer that - works the same as in the t-file ;)

regarding player.default: i think this is indeed necesary because this Script is not started from an event catching the addition to the Player Squad (and i think thats fine this way because this makes it easier to implement a player.default-alternative :) )
This mod uses some localized texts, mostly some I have searched for hours in the official t-files :D and I have used the 0001.xml already in other mods and already know how to use them ;) thanks though :)

hm, if I would hardcode them and the ship's name would somewhow be written to the logbook, with this logbook being saved, wouldn't that cause problems or has this been fixed?

hm, I "feared" it might be like this. now I have to motivate me again to start my windows machine again :/ I guess I'll have a fix and possibly colours added by friday
XenonSurf
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Post by XenonSurf »

Phipsz wrote:
XenonSurf wrote:Technically speaking, I think Otani the player is not a 'Commander' like other captains of capital ships. This could make assigning ships to the Skunk more difficult.
I would very welcome being able to put 4-5 ships in 'Join my squad' at once, because in some combat scenarios you want to have figthers and carriers, but no L-type ships.
However, the 'Leaving my squad' does work with the Skunk, good!

I really appreciate your mod, it's a big time saver to bypass all these dialogs...

Great!
XenonS
yeah, it is different on a technical level, but I only needed to change 3-5 lines. as I already said, feature added :)
Thanks very much for adding this feature :) As I see it, fleet command is much easier now.
As a minor inconsistency (I don't like the word bug in this context), when you are docked it will not work, it will show a window where you must select a unit, but this is empty. From space it works.

XenonS
Phipsz
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Post by Phipsz »

@XenonSurf: The mentioned bug has been fixed. I called a wrong variable---I'm confused it did work in the first place :D

@UniTrader: Hm, I tried getting colour codes working. I created a new t-file with a new page and t-entries representing the colour codes. then, as a test, I called

Code: Select all

<set_object_name object="player.primaryship" name="'%1Albion %2Pride%3'.[{27041995, 2}, {27041995, 7}, {27041995, 100}]"/>
with those readpages referencing these entries. The ship then was correctly displayed with colours in the property menu. sadly, the then newly created savegame wouldn't load up. did I do it wrong? and if, what?
w.evans
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Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Had a problem similar to that. Was printing something like:

\033G¬¬¬¬¬¬¬\033R¬__

to the cockpit display. Same symptoms: displays fine, but the resulting save couldn't be loaded. An attempt to load spits out an error message to the debug log. Can't remember what it said exactly, but vaguely remember something about unrecognized characters.

At the time, I had assumed that the problem was

¬

but could it be the color codes? Has anyone actually managed to get this working in a way that doesn't cause the save to be unloadable?
Ezarkal
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Post by Ezarkal »

Does this mod allow for selling multiple ships at once? I got loads of fighters to sell, and doing it one by one is, well... as long as the reason this mod exists in the first place.
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.
Phipsz
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Post by Phipsz »

Ezarkal wrote:Does this mod allow for selling multiple ships at once? I got loads of fighters to sell, and doing it one by one is, well... as long as the reason this mod exists in the first place.
No, not yet. I will note that for future updates, but as I currently do not have a fully working windows partition, I will only try
to upload patches when I have to patch up bugs or similar for the moment. I'll make an exception if there are enough
(interesting) feature requests like this one though, so keep me posted for ideas :)
Ezarkal
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Post by Ezarkal »

Phipsz wrote:
Ezarkal wrote:Does this mod allow for selling multiple ships at once? I got loads of fighters to sell, and doing it one by one is, well... as long as the reason this mod exists in the first place.
No, not yet. I will note that for future updates, but as I currently do not have a fully working windows partition, I will only try
to upload patches when I have to patch up bugs or similar for the moment. I'll make an exception if there are enough
(interesting) feature requests like this one though, so keep me posted for ideas :)
Will do! Thanks.

:Edit:
Alternatively, it might be an idea to make it so selling a ship will also sell all ships assigned to him... or simply to add a "sell all ships in my squad" option.

(I'm playing CWIR, and I made a small shipyard for money, but selling everything it produces manually is a real pain in the ass, plus you get mad from hearing that ship vendor banter over and over again. Thank god for muting sounds.

I'll also mention this to BR as well. He might find this interesting.)
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.
Phipsz
Posts: 335
Joined: Mon, 23. Apr 12, 23:56
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Post by Phipsz »

So, I'll be booting up my windows again the next few days because I've been told there may be problems
with my mod on 4.00beta. as I'm not booting windows often I'd recommend that wishes of functionality
for this mod be posted soon :) I currently have mass-selling noted, I also want to look into colour-codes for
renaming again. those have been fixed in the current beta, right?
j.harshaw
EGOSOFT
EGOSOFT
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Post by j.harshaw »

Phipsz wrote:colour-codes for renaming again. those have been fixed in the current beta, right?
yup
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mr.WHO
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Post by mr.WHO »

Hey j.harshaw - Any hopes for official merge of this mod into 4.0? Having to wait till next game for this badly needed feature if just plain cruelty.
j.harshaw
EGOSOFT
EGOSOFT
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Post by j.harshaw »

No plans to merge any mods with the base game or release anything like the bonus pack at the moment. None that I'm aware of, at least. I'm new, though, so please take that with a grain of salt.
Phipsz
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Post by Phipsz »

New version is done, fixed some bugs and made compatible with 4.00beta. also added option to sell all selected
ships to a shipyard of your choice, but it must not be yours and you need to be allowed to dock at it (no selling
to enemies!). also added option for colour-codes to renaming, available via "$C33A$", "$C33B" etc... codes are
A: grey, B: blue, C: cyan, G: green, M: magenta, R: red, U: pale blue, W: white, X: clear colour, Y: yellow, Z: pale grey.
these are all available codes for now, as I don't know of any other. the new version can be downloaded here for now,
will be made available on SteamWorkshop when 4.00 is out of beta (yes, I know I could use versioned cat/dat for that)
Sgodzilla
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Joined: Tue, 4. Aug 15, 12:39
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Post by Sgodzilla »

Hi, and thanks. Your multiassignment mod is a must for me.


I just downloaded the update, but did not work on my end.

4.0b4 HF3 (204892), TO, with a lot mod, win10 pro.

Sellecting "MultiAssign" from side menu does not show multi assign menu.
After that, it does not respond to any key input but only ESC key.
Tried display setting with 1920x1080, 1024x768, and both did not work.
Only with Multiassign and Side bar extender(v0.60), and no other mods did not work neither.

Putting back old one and play in 1024x768, multi assign menu worked fine.


Any help, please?
w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Just phoning in to confirm that Multiassignment is working on my set-up with 4.0b4hf3. Do you have Side Bar Extender installed?

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