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

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Jack08
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Post by Jack08 »

swatti wrote: Is there a way to give commands to "any friendly ship" with out it being in a squad?
At the moment, not safely, no. so i didnt implement the ability to.

If you want to "pretend" that the crew inside your ship made some makeshift repairs to the drone launch bay you could edit you save file and change its state.

ive heard rumors that other ships can repair it, like some sort of repair ship, but ive never seen it myself so far.
lemdoran
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Post by lemdoran »

Hi !
Thanks a lot for your mod, i have a suggestion but idk if it is possible / easy to make. An option for "clean order" can be REALLY usefull, specially for the trader ships who are stuck with orders and basicaly follow the player ship forever, regardless fo if their are in scouade or not and their are a queue of 1 to 3 orders...

As far as i know it's possible to fix this by manualy editing the save, i haven't test atm cause i think it's too game breaking to edit file outside the game ever and ever. But i assume that should be possible to make a mod who basicaly "remove" the memory of a captain / ship?
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Jack08
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Post by Jack08 »

lemdoran wrote:Hi !
Thanks a lot for your mod, i have a suggestion but idk if it is possible / easy to make. An option for "clean order" can be REALLY usefull, specially for the trader ships who are stuck with orders and basicaly follow the player ship forever, regardless fo if their are in scouade or not and their are a queue of 1 to 3 orders...

As far as i know it's possible to fix this by manualy editing the save, i haven't test atm cause i think it's too game breaking to edit file outside the game ever and ever. But i assume that should be possible to make a mod who basicaly "remove" the memory of a captain / ship?
The reason there is no "Stop Trade" command at the moment is because unfortunate simply telling the ship to stop is not enough, the trade request also has to be removed in some way, or it will never trade again. I havent yet figured out how to remove this trade request.

Also, if your buying wares, your credits get taken before the wares are actually onboard.
lemdoran
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Post by lemdoran »

Hi!

Oh okey thanks for precisions. I already know for the fact the money can be lost in case of "brut abord" but in my case i prefer lose 20k than the few millions of my whole ship transformed in asteroid ^^'

I hope someone can find the way to properly cancel soon that's the most anoying bug for me since egosoft have patch the "lost in space bug"
Scoob
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Post by Scoob »

Ultimately I think we need a "Cancel Current Trades" option which gives us a partial refund, say amount paid - 10% "admin" fee. I think that would need to be an Egosoft fix though. The issue at the moment is we often want to cancel a trade because said trade run has bugged out, so doing a hack on top of a bug is asking for trouble methinks.

All I've done so far in such cases is to edit my save to remove the trades and refund my cash. Nasty certainly, and it doesn't return the time lost, but I suspect safer than an in-game hack at this time.

I'd hope that the additional commands Jack is adding actually become standard very soon, making this mod obsolete. Not saying I don't appreciate your work Jack, you know we all do on this thread, however, as we've all said, these commands should have been there from the start.

Scoob.
lemdoran
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Post by lemdoran »

Yes that's the point :/ i totaly understand that totaly debuging the merchant stuff can take long time, but i think egosoft or a modder have a chance to add an option to, at least, fix the think manualy by deleting any orders with a "relative" simple modifications.
lemdoran
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Post by lemdoran »

Yes that's the point :/ i totaly understand that totaly debuging the merchant stuff can take long time, but i think egosoft or a modder have a chance to add an option to, at least, fix the think manualy by deleting any orders with a "relative" simple modifications.
spacecoyote99
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Post by spacecoyote99 »

Jack08 wrote:The reason there is no "Stop Trade" command at the moment is because unfortunate simply telling the ship to stop is not enough, the trade request also has to be removed in some way, or it will never trade again. I havent yet figured out how to remove this trade request.
I figured this was the reason you can't cancel order lines, if I queue a buy and then a sale order, then cancel the buy order it will leave ship's state inconsistent. But that does make me wonder, what happens when you have trade "orders" queued and you issue a 'wait here'? Do the trade orders take precedence (like they do with the default "follow" behavior?)
im going to guess "strengths" is a german way of saying "weights", weight targets and attack by priority?
This was my first thought as well, but then I read this line:

Code: Select all

<get_attackstrength object="this.ship" target="$target" result="$result" />
...
<do_if value="$result gt $target.hull*0.2 or $target.hull lt $target.maxhull*0.3">
  ...
</do_if>
The gotten strength is compared to the target's hull, or the target's current hull is compared to the max hull.

And then in the final debug

Code: Select all

<debug_text text="'%1 OOS. Apply strength of %2 against %3 is: %4(%5|%6). Is killed: %7'.[player.age,this.ship.knownname,$target.knownname,$result,$target.hull,$target.shield,$isdead]" chance="$debugoutputchance" /> 
That line also seems to be comparing the $result (the found strength) to the target's hull/shields. Not sure what is being weighed here.
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Jack08
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Post by Jack08 »

I figured this was the reason you can't cancel order lines, if I queue a buy and then a sale order, then cancel the buy order it will leave ship's state inconsistent. But that does make me wonder, what happens when you have trade "orders" queued and you issue a 'wait here'? Do the trade orders take precedence (like they do with the default "follow" behavior?)
Absolutely nothing will happen, it will continue trading - i put safeguards into MCE to Prevent anything from interrupting a trade script, as it instantly corrupts the trade state.

If the safeguards were not there it stops trading, and doesn't start again - ever. no matter what you do.
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Jack08
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Post by Jack08 »

Release v0.03

Fixed the command menu not appearing on constructor ships
Fixed readtext errors on non-english games
Added Command "Refuel Jumpdrive"
Added Command "Escort Me" - Note that it may not work due to glitches in the stock escort script
Added Command "Patrol Zone"

[ external image ]

Please note that the combat effectiveness of "Patrol Zone" has not been tested.
jeroll3d
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Post by jeroll3d »

Thanks :)

:lol:
Entusiasta da série X3! The best game.
shane1022
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Post by shane1022 »

My capital ships will no longer jump from DV to AB, they just sit at the jump gate. Is anyone else having the same issue after installing this mod? Or is there some sort of gameplay element i am missing to get your cap ships to go from one part of the galaxy map to another?
dblade
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Post by dblade »

Is there some existing command and accompanying generic VO that could be added to get the NPC's to verbally confirm your orders? (ie roger). Is this idea interesting to other people? :) I know people raise hell about the VO, but I personally think they are fine; although sometimes weird.. :)
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Jack08
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Post by Jack08 »

dblade wrote:Is there some existing command and accompanying generic VO that could be added to get the NPC's to verbally confirm your orders? (ie roger). Is this idea interesting to other people? :) I know people raise hell about the VO, but I personally think they are fine; although sometimes weird.. :)
i dont know to be honest, i added the text acknowledgements mostly as a helper to me so i know things are working :D
shane1022 wrote:My capital ships will no longer jump from DV to AB, they just sit at the jump gate. Is anyone else having the same issue after installing this mod? Or is there some sort of gameplay element i am missing to get your cap ships to go from one part of the galaxy map to another?
This mod doesn't change any of the existing code when it comes to moving from place to place, it simply calls it - if they are not moving i'd be looking at things like jump fuel (are they empty? they dont like to be empty), or perhaps you've stumbled into a glitch in the move code, i know ive faced more then a few.

Ill keep an eye out for anything in my code that could be causing this.
Imari
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Post by Imari »

Thank you sir! Great mod.
shane1022
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Post by shane1022 »

I will be starting a new save and testing to see if I get the same results. I was also using the no jump fuel mod, I will see if it was possibly from a mod or just a random glitch
M211-X
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Post by M211-X »

I can´t download it!! Could you also put it on Mediafire or Dropbox for example??
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shadeless
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Post by shadeless »

Same here, can't download the file. I get an unknown error when i try.
Download of the previous version is working fine.

I think we will have to wait for nexus to fix the dl...
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Jack08
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Post by Jack08 »

it takes time for new files to properly propagate on nexus, until that happens you have to be logged in to get it. This is the last time im uploading somewhere else so long as the download links on nexus work for me.

http://download.xtimelintes.net/ManualC ... onV003.zip
Baleur
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Post by Baleur »

I'm logged in to the nexus, still didnt work.
Thanks for the alternate link!
CPU: Intel i7 6300k RAM: 32gb GPU: nVidia 1070 6gb VRAM

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