AEGIS and new weapons

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NavaCorp
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AEGIS and new weapons

Post by NavaCorp »

What happens if I edit a new weapon in the weapons catalogue and make it avalaible for a kind of capship: do AEGIS & Gunnery use it or not? Do they use only weapons included in a particular list?

Do Gunnery & AEGIS take notice if I change the specs of an existing weapon? Do they select it in a different way for a different use looking at new shield/hull damage values? Or is the use hardcoded in AEGIS/Gunnery scripts?

Hope you can help me. :)
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Burianek
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Post by Burianek »

AEGIS and gunnery assume that you've made no mods to your game.
If you mod parameters, they will make decisions as to which weapons to use as if you were running an unmodded game.
Sorry. :(

(no way to fix that as there's no way to query the relevant game data using scripts in X2)
"Nature's first green is gold" . . . stay golden.
NavaCorp
Posts: 2253
Joined: Tue, 16. Nov 04, 12:08
x3tc

Post by NavaCorp »

Ok, I'll keep the relationships between weapons unchanged :( . However I've verified it take notice of modded ranges at least. :)

What if I put the "laser turret weapon" in the weapons array of some ship? Being an existing weapons should it be selected by AEGIS/Gunnery or not? :gruebel:
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Burianek
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Post by Burianek »

I'm not really sure to be honest. You'd have to play around with it.

I thought the ranges were hardcoded into the script, so your best bet is just to screw around with it.
"Nature's first green is gold" . . . stay golden.
NavaCorp
Posts: 2253
Joined: Tue, 16. Nov 04, 12:08
x3tc

Post by NavaCorp »

Thanks for the answers Burianek.

Bye

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