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

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Zippe
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Post by Zippe »

Jack08 wrote:Its likely because egosoft just patched the game, and have modified a file i was relying on, investigating
Patched to 1.13 and no crash for me on any of the 3 commands.

Ok, an update .. so the crash did not occur always.
Aesran
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Post by Aesran »

Hi, thanks for this amazing mod ! Love to say to my Taranis "go there"

But i have a little problem, after say "take me to", and then arrived, my taranis don't listen my order.

and he don"t wan"t to follow me instead.
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Jack08
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Post by Jack08 »

Aesran wrote:Hi, thanks for this amazing mod ! Love to say to my Taranis "go there"

But i have a little problem, after say "take me to", and then arrived, my taranis don't listen my order.

and he don"t wan"t to follow me instead.
Ships as big as the Taranis wont follow you unless you leave the zone and cause it to use its engine boosters or jumpdrive, thats how it is in the standard game, unless ive missed something? Thats why i made the Move to My Position command in the fist place.

ill do some further testing on that command now.
B_O_L_T
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Post by B_O_L_T »

In case you were not aware, while browsing the cat files I noticed there are some 28 different formations possible for squads, might be something to look at manipulating in the future.
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Have you taken a look at accessing the side panel display at all? I wonder if it would be usable for showing possible ship orders in a longer list.
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Jack08
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Post by Jack08 »

Tenlar Scarflame wrote:Have you taken a look at accessing the side panel display at all? I wonder if it would be usable for showing possible ship orders in a longer list.
by side panel i assume your talking about the are where things like my owned property and stuff comes up?

if so, thats all done in LUA as far as im aware, and the LUA code of the game is pre-compiled so its all bytecode (unreadable)
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enenra
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Post by enenra »

B_O_L_T wrote:In case you were not aware, while browsing the cat files I noticed there are some 28 different formations possible for squads, might be something to look at manipulating in the future.
Unless they are available in the vanilla game those might not work at all and just be leftovers from a part of the game that was not pursued further.
Azalrion
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Post by Azalrion »

I found something fantastically annoying that might be useful for you Jack in regards to specific move to, patrol to, etc commands. When you open the map menu in such a way to select a sector its hard coded in the ui LUA to call the gOrder_selectedZone event param (also similar for selectobject which returns gAssign_selectedObject).

What I was thinking for a workaround of sorts would be replace "take me to" with a move to zone command, leave it up to the player to dock before hand and then make patrol work on the ship's current zone.
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TheRealBix
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Post by TheRealBix »

Translated in french :


Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<diff>
  <add sel="/language">
	<page id="7777" title="Manual Command Extention" voice="no">
		<t id="1">Tenez la position</t>
		<t id="2">Suivez moi</t>
		<t id="3">Protégez moi</t>
		<t id="4">Rappeler les drones</t>
		<t id="5">Avancez à ma position</t>
		<t id="6">Commandes manuelles</t>
		<t id="7">Annuler le marché \(Experimental\)</t>
		<t id="7">Redémarrer le marché \(Experimental\)</t>
	</page>
  </add>
</diff>

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="__mce_j08" name="Manual Command Extension" description="" author="Jack08" version="0.02" date="2013-11-18">
  <text language="44" name="Manual Command Extension" description="Adds Manual Ship Commands" author="Jack08" />
  <text language="33" name="Extension de Commandes Manuelles" description="Ajoute des ordres de commandes manuelles au vaisseau" author="Jack08" />
</content>
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Jack08
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Post by Jack08 »

Azalrion wrote:I found something fantastically annoying that might be useful for you Jack in regards to specific move to, patrol to, etc commands. When you open the map menu in such a way to select a sector its hard coded in the ui LUA to call the gOrder_selectedZone event param (also similar for selectobject which returns gAssign_selectedObject).

What I was thinking for a workaround of sorts would be replace "take me to" with a move to zone command, leave it up to the player to dock before hand and then make patrol work on the ship's current zone.

I had figured it would be somthing like that, so i had already planned on using a mode variable, in the same way that i have already used modes in the player.default scripts

inside gOrder_selectedZone effectively it would be
if (Mode == Take Me To)
Do That
If (Mode == Patrol ...)
Do That
etc
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Tenlar Scarflame
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Post by Tenlar Scarflame »

Jack08 wrote:by side panel i assume your talking about the are where things like my owned property and stuff comes up?

if so, thats all done in LUA as far as im aware, and the LUA code of the game is pre-compiled so its all bytecode (unreadable)
Rats. :/ It would be GREAT to be able to mess around with that thing... so the only extensible menu is the radial menu, then?
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EnemyWithin
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Post by EnemyWithin »

I want your children Jack!!
...
No.. what.. ? Who would want to ..? You sick... no! What I meant was I want to tell them how much their daddy rocks :-D

Apart from that:
Would it be an option for you to put the scripts on github? So friendly modders can help extend the mod. If other modders could use version control for it and create pull requests, we could actually start building a nice, working AI.

Apparently you already did in a couple of days what Egosoft missed in 7 years.
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Jack08
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Post by Jack08 »

EnemyWithin wrote:I want your children Jack!!
...
No.. what.. ? Who would want to ..? You sick... no! What I meant was I want to tell them how much their daddy rocks :-D

Apart from that:
Would it be an option for you to put the scripts on github? So friendly modders can help extend the mod. If other modders could use version control for it and create pull requests, we could actually start building a nice, working AI.

Apparently you already did in a couple of days what Egosoft missed in 7 years.
These are just stopgap scripts at the moment, i intend on erasing egosofts AI and replacing it almost entirely, when i learn enough about it.

or at least see where egosoft patch it too first.
Cronos988
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Post by Cronos988 »

Since you have already worked with flight scripts: How good is the new script language? Are things like "move to position" already implemented like the old flight commands?

Any signs of "last minute hardcoding", i.e. things that were hardcoded due to a rushed release?
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Tenlar Scarflame
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Post by Tenlar Scarflame »

My music - Von Neumann's Children - Lasers and Tactics

I'm on Twitch! 21:15 EST Sundays. Come watch me die a lot.
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Jack08
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Post by Jack08 »

Cronos988 wrote:Since you have already worked with flight scripts: How good is the new script language? Are things like "move to position" already implemented like the old flight commands?

Any signs of "last minute hardcoding", i.e. things that were hardcoded due to a rushed release?
if you have played with move.follow.template in X3AP, you will be fimialr with move.generic in X:R, so far i haven't run into to much hard-coding issues, we will see as time goes by.

Tenlar Scarflame wrote:Jack08: step aside, Egosoft.
hahahaha
dblade
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Post by dblade »

I haven't used this mod yet. I see that the ship needs be in squad, is this a script engine/design limitation? Also there is a default follow me order that occurs for the ship when added to the squad (also rendezvous points being sent) wouldn't these cause problems?
Dungeoncrawler
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Post by Dungeoncrawler »

Great mod, thank you. I was wondering if it would be possible to add a command for the Skunk to auto-follow any selected ship? I have a fetish for simply following things around :P
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Jack08
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Post by Jack08 »

dblade wrote:I haven't used this mod yet. I see that the ship needs be in squad, is this a script engine/design limitation? Also there is a default follow me order that occurs for the ship when added to the squad (also rendezvous points being sent) wouldn't these cause problems?
Ships automatically follow you when in your squad, however they wont stop following you when you remove them - thats why i created the hold position command.

The reason they have to be in your squad for now, is that you need to be there commander - you can assign control of other ships to other AI entitys, and i didnt want this command set to enable you to potentially corrupt the AI's state.

When i learn more about how the AI all interconnects ill see about adding some commands to ships out of squad.
Dungeoncrawler wrote:Great mod, thank you. I was wondering if it would be possible to add a command for the Skunk to auto-follow any selected ship? I have a fetish for simply following things around :P
Im not sure yet, i could probably get it to follow but not sure about stopping... haha
dblade
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Post by dblade »

Jack08 wrote: Ships automatically follow you when in your squad, however they wont stop following you when you remove them - thats why i created the hold position command.
Ok and maybe it would break things to disable the auto follow in the first place if it's even possible.
Jack08 wrote: The reason they have to be in your squad for now, is that you need to be there commander - you can assign control of other ships to other AI entitys, and i didnt want this command set to enable you to potentially corrupt the AI's state.
sure but i was thinking more along the lines of unassigned ships.

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