Shadowtech Presents: The 18 Gun Xenon J (Carrier)

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ShadowTek
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Shadowtech Presents: The 18 Gun Xenon J (Carrier)

Post by ShadowTek »

Well after Entirely too much time spent in the TShips file Ive
finally managed to create a fully functional 18 Gun Carrier.
First I "Fixed" The Xenon J

See my thread on how to fix the "ghost" problem:

http://www.egosoft.com/x2/forum/viewtopic.php?t=21002

And Then managed to add 3 Guns to each turret. Since theres only
6 turret gun hard points, it fires similar to the Teldi TL, notice how
the Teldi TL fires 3 shots from a single turret gun? In other words if
you look at the Teldi TL in external view youll see theres only 1 gun
for each turret yet it still fires 3 shots from each gun. Well thats what
I did with the Xenon J.

If you are interested in a 18 Gun Carrier, first you must get
the 04204.bob file from vertion 1.0 as vertion 1.2 messed up
the Xennon carrier, then overwrite the newer vertion in the cuts
directory with 1.0 vertion. (See above thread on how to) the open
your TShips file and replace this info:

940;0;0.03000;0.03000;0.00999;3;3611;16000;375;102;1;14;200;10000;112;247;4204;4552;1835392;0;3;6;4;9;12;30;2900;2900;0;0;0;0;0;0;0;0;0;0;0;0;100;4;6;77000;37;38;0;0;0;1;350283;25;1;0;SS_SH_X_M1;

With This Info:

940;0;0.03000;0.03000;0.00999;3;3611;16000;375;102;1;14;200;10000;112;247;4204;4552;1835392;18;3;6;4;9;12;30;2900;2900;37;1;39;4;38;2;40;3;41;5;42;6;100;4;6;77000;37;38;0;7;1;0;806;1;2;1;939;11;3;2;939;9;4;3;939;14;5;4;939;8;6;5;939;16;7;6;939;18;7;1;0;1;1;1;0;0;0;-1;-1;1;3;2;3;1;1;944;10;-1;-1;2;1;944;10;-1;-1;3;1;944;10;-1;-1;4;3;3;3;4;1;944;13;-1;-1;5;1;944;13;-1;-1;6;1;944;13;-1;-1;7;3;4;3;7;1;944;15;-1;-1;8;1;944;15;-1;-1;9;1;944;15;-1;-1;10;3;5;3;10;1;944;12;-1;-1;11;1;944;12;-1;-1;12;1;944;12;-1;-1;13;3;6;3;13;1;944;17;-1;-1;14;1;944;17;-1;-1;15;1;944;17;-1;-1;16;3;7;3;16;1;944;19;-1;-1;17;1;944;19;-1;-1;18;1;944;19;-1;-1;1;350283;25;1;0;SS_SH_X_M1;


Then Use script editor to get a Xenon J and youll have a 18 gun Carrier!!
Last edited by ShadowTek on Sun, 15. Feb 04, 23:58, edited 3 times in total.
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Mad Hatter
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Post by Mad Hatter »

Do you think it would be possible to make capital ships fire salvos of missiles in similar fashion? Like a battery of 4-6 missiles at once?

That would be another thing that would make them far more deadly.

I loved how the cap ships in Freespace2 could really unleash a lot of guns and missiles all at once. It really made them something to respect.
ShadowTek
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Post by ShadowTek »

Hmm not sure, havent tried, I'll look into it though, that does sound like a cool idea.
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Mad Hatter
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Post by Mad Hatter »

I suppose one problem is likely to be the missiles high sensitivity to collision detection.

If they all launch close together, they may just instantly detonate each other.
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Post by ShadowTek »

Ok yet another design flaw with the Xenon J, it has 2 dock doors,
one ghost set and one that wont open.
youll have no problem ordering ships to dock and undock, but if
you exchange ships to a docked ship you wont be able to get out,
have ship undock on its own then transport to it. I hope they fix this
ship in next patch. If you dont like the idea of doing this, then simply
use the 18 Argon Collossus I made :twisted:

The 18 Gun Argon Carrier:

http://www.egosoft.com/x2/forum/viewtopic.php?t=22465
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Guest

Post by Guest »

Hey shadow, would it be possible for the destroyer class (or your modified carrier) to instead of having 18 guns divided on 6 turrets. to have 18 turrets with a single gun each?

Simply because you could have alot more targets at the same time. Spawn a few hundred khaak in a sector and then jump in for some action. Then watch outside as you see all your turrets taking on them like some major starwars movie :). It would be somewhat less efficient but much more cool tho.
ShadowTek
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Post by ShadowTek »

No the turrets are already set on the ship in the .bob files, until
egosoft gives us a way to decifer them or export them to use in
either 3dstudio or milkshape, turrets cannot be added unless
there already on the ship, It may be possible to add more than
18 guns to a ship though, Im looking at tripleing the destroyers
guns to 54 Guns, Now that would be a Destroyer. :twisted:
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razorhead
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Post by razorhead »

Have you tryed to put a second main laser in the split dragon?
ShadowTek
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Post by ShadowTek »

Razorhead wrote:Have you tryed to put a second main laser in the split dragon?
No but it wouldnt be hard, It wouldnt add a additional gun up front but it could put two shots from the foward gun, Ill have a look at it
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Storm_Front
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Post by Storm_Front »

Razorhead wrote:Have you tryed to put a second main laser in the split dragon?
Funny you should mention that, I was just thinking about that earlier
today. I added a second front laser to the Hydra so I don't think the
Dragon or the nemesis will be a problem. Starting on it now. :D

***Edit***
Shadowtech, you're too damned fast with those mods :lol:
Last edited by Storm_Front on Sat, 14. Feb 04, 23:47, edited 2 times in total.
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Post by ShadowTek »

Yes I just added a second front gun to Dragon, or rather had the
gun thats there fire 2 shots, but you know, I cant help wondering
since there is a spot for a second gun if its possible to add a actual
gun to it. On the dragon.
With 2 main lasers the main laser data would look like this:
1;2;2;2;1;1;106;6;111;1;2;1;106;6;111;1

See the red 6's That is the gun they use to fire from, since there
both 6 they fire from the same gun. But since there is actually a
place for the second gun, perhaps by changeing one of the 6's we
may be able to actually add a second gun...visibly to the front of
the ship. Perhaps by randomly changeing one of the 6's this may
be acomplished if we can guess the number of the missing gun.
(If there is a second unused gun)

BTW the yellow numbers is the turret data for the two guns
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Post by ShadowTek »

***Edit***
Shadowtech, you're too damned fast with those mods :lol:
LOL Sorry, actually Im burned out on it for the day so its all yours :D
useing the info I mentioned above see if its possible to actually add a
second visible gun to the front of the Dragon. That would be cool. Maybe
time consumming though and I dont have the patience for it. :wink:
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Storm_Front
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Post by Storm_Front »

Here it is Dragon 6-shooter


Edited whoops wrong ship. Be right back

Here it is

940;0;0.030;0.030;0.09999;11;4311;30000;5500;101;1;42;351;1000;112
;247;4190;4536;328128;6;3;1;4;9;14;17;475;875;58;5;56;6;0;0;0;0;0;0;
0;0;-1;4;3;30000;40;41;13;3;1;0;923;2;2;1;939;8;3;2;950;10;3;1;2;1;2;1
;1;106;6;111;1;2;2;106;6;111;1;3;2;2;2;3;1;944;9;1;1;4;1;944;11;1;1;5
;2;3;2;5;1;950;10;1;1;6;1;944;12;1;1;1;82451;25;1;0;SS_SH_S_M6;

Both fwd lasers fire off the left side. I tried to put one on either side
when I was working on the Hydra, no such luck. Nemesis is next. :D

*edit* fixed an error involving docking of M5
Last edited by Storm_Front on Sun, 15. Feb 04, 06:26, edited 1 time in total.
Andypocalypse
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Post by Andypocalypse »

I must ask but where do i add all the numbers that you have put up eg 1000 001101010102384734685785856987561985681959814598723 :lol:
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Storm_Front
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Post by Storm_Front »

Andypocalypse wrote:I must ask but where do i add all the numbers that you have put up eg 1000 001101010102384734685785856987561985681959814598723 :lol:
:lol: You have to unpack the game for modding, then replace the
Dragon text in the types/Tships.txt file with the above Dragon text.
There are several threads and posts on how to unpack dats and pck files.
It's a little confusing at first, but once you figure it out it only takes about
5-10 minutes. Good luck. :)

*EDIT*
See Shadowtech's thread: Tutorial How to unpack your game for mods.
If I knew how to link it, I would. :)
Andypocalypse
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Post by Andypocalypse »

so where do i do that then ps thnx for rep it makes a change :D
The_Tigers_Eye
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Post by The_Tigers_Eye »

Storm_Front wrote:
Andypocalypse wrote:I must ask but where do i add all the numbers that you have put up eg 1000 001101010102384734685785856987561985681959814598723 :lol:
:lol: You have to unpack the game for modding, then replace the
Dragon text in the types/Tships.txt file with the above Dragon text.
There are several threads and posts on how to unpack dats and pck files.
It's a little confusing at first, but once you figure it out it only takes about
5-10 minutes. Good luck. :)

*EDIT*
See Shadowtech's thread: Tutorial How to unpack your game for mods.
If I knew how to link it, I would. :)
:D
http://www.egosoft.com/x2/forum/viewtopic.php?t=25601
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Post by The_Tigers_Eye »

...Right click on the post, click on properties and highlight the URL then copy (CTRL + C), then post as you would and paste were you want the link (CTRL + V) then highlight (if not already) the link and click on the URL button just above the font size and colour (BBCode must be on I think) and voila instant link... 8)
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Storm_Front
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Post by Storm_Front »

The Tigers Eye wrote:...Right click on the post, click on properties and highlight the URL then copy (CTRL + C), then post as you would and paste were you want the link (CTRL + V) then highlight (if not already) the link and click on the URL button just above the font size and colour (BBCode must be on I think) and voila instant link... 8)
Thank You! :)

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