[MOD] Combat System Extension (v0.2) [Obsolete]

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AndersCW
Posts: 45
Joined: Thu, 29. Apr 10, 03:15
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Post by AndersCW »

Scoob wrote:Thanks for this, very much needed! :)

Question:

To avoid going through the whole "dismiss" procedure for defence officers, would the following work?

Edit saved game to remove officer.

Load save and save again

Edit officer back in.

Load.


Just though it might be easiler than playing around in game. Not sure about averyone else, but every time I've tried to swap one crew member for another, the one returned to the Skunk is lost forever. That was back in v1.12 though, so if this works properly in v1.16 I'm happy to try it that way.

Cheers,

Scoob.

If you are going to edit save - just change control=1 to =0 under the DO.
that way you can call them back the skunk and redeploy them :)

don't know if it works for this mod though
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Randeng
Posts: 26
Joined: Tue, 16. Aug 11, 20:47
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Post by Randeng »

I tried many things, it doesn't work well...

I gave the order to the defence officer to attack ennemies, then i told to the commandant to escort me, or patrol, adding/leaving squad, everything, and it just attack randomly one ship or two, but no more, even if there are 10 fighters around him, he just target one, and wait to destroy it, i didn't wait until that to see if, after this target, he changes his aim, maybe yes, maybe no.
Lazerath
Posts: 874
Joined: Tue, 22. Mar 05, 06:31
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Post by Lazerath »

same problem here.

It seems to be a hit and miss for me. Sometimes the mod works but 90% of the time it doesn't.

I have tried every type of command and combo command possible as well as leave group and join my group but most of the time it simply doesn't work.

I know its Egosofts fault because it is scripts or lack of working scripts on there end that has it screwed up.

Completely killing the game for me... wish to god they would have waited to release the game until most of the features they said were in it actually worked.
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Azalrion
Posts: 66
Joined: Sat, 9. Nov 13, 11:31
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Post by Azalrion »

Yep, this was only ever meant as a stop gap. Still strange how it sometimes works and sometimes doesn't, but really I could keep trying to fix it or just get on re-writing the combat scripts.
Welpi
Posts: 298
Joined: Wed, 6. Nov 02, 20:31
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Post by Welpi »

and it may be a ship Problem. my Taranis from the Story works. Fights with all Canons and drones. But by Arawn and the other ships, only switching constantly from blue to red and back.
Trying now to modify the savefile, see at Taranis:

<connection connection="connection_turret_small_sg07" macro="connection_turret_small_sg07">
<component class="turret" macro="turret_small_sg_macro" connection="connection_component01" lastshottime="133882" ammunition="-1" targetseen="0" id="[0x1df78]">
<offset>
<position x="171.321" y="-80.3072" z="-441.667"/>
<rotation yaw="92.3754" pitch="53.1274" roll="-179.923"/>
</offset>
<animations>
<animation part="anim_socket">
<part time="133971" sequence="turret_active">
<control current="turret_active"/>
</part>
</animation>
<animation part="anim_light01">
<part time="133971" sequence="turret_active">
<control current="turret_active"/>
</part>
</animation>
<animation part="anim_light02">
<part time="133971" sequence="turret_active">
<control current="turret_active"/>
</part>
</animation>
<animation part="part_turret">
<part time="133971" sequence="turret_active">
<control current="turret_active"/>
</part>
</animation>
<animation part="part_barrel">
<part time="133971" sequence="turret_active">
<control current="turret_active"/>
</part>
</animation>
</animations>
<connections/>
</component>




and on the other ships:

</connection>
<connection connection="connection_turret_small_mg08" macro="connection_turret_small_mg08">
<component class="turret" macro="turret_small_mg_macro" connection="connection_component01" lastshottime="133995" ammunition="-1" targetseen="0" id="[0x358c3]">
<offset>
<position x="-82.7219" y="-54.8629" z="160.452"/>
<rotation yaw="-90" roll="180"/>
</offset>
<animations>
<animation part="anim_socket">
<part time="133995" sequence="turret_inactive"/>
</animation>
<animation part="anim_light01">
<part time="133995" sequence="turret_inactive"/>
</animation>
<animation part="anim_light02">
<part time="133995" sequence="turret_inactive"/>
</animation>
<animation part="part_turret">
<part time="133995" sequence="turret_inactive"/>
</animation>
<animation part="part_barrel">
<part time="133995" sequence="turret_inactive"/>
</animation>
</animations>
<connections/>
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AndersCW
Posts: 45
Joined: Thu, 29. Apr 10, 03:15
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Post by AndersCW »

i quick saved in the middle of combat.

this is right after a drone has been shot by my taranis - but now it's just flying around right next to a PMC light sul.

<connection connection="connection_turret_small_sg01" macro="connection_turret_small_sg01">
<component class="turret" macro="turret_small_sg_macro" connection="connection_component01" lastshottime="23767.9" ammunition="-1" targetseen="0" id="[0x7748]">
<offset>
<position x="-35" y="-69.2884" z="702.664"/>
<rotation pitch="5.84549" roll="-180"/>
</offset>
<animations>
<animation part="anim_socket">
<part time="25027.7" sequence="turret_deactivating turret_inactive"/>
</animation>
<animation part="anim_light01">
<part time="25027.7" sequence="turret_deactivating turret_inactive"/>
</animation>
<animation part="anim_light02">
<part time="25027.7" sequence="turret_deactivating turret_inactive"/>
</animation>
<animation part="part_turret">
<part time="25027.7" sequence="turret_deactivating turret_inactive"/>
</animation>
<animation part="part_barrel">
<part time="25027.7" sequence="turret_deactivating turret_inactive"/>
To infinity and beyond!
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Debug text for your mod after launching new game in free play mode:

Code: Select all

[General] ======================================
[General] ======================================
[=ERROR=] LookupKeyName::LookupName(): The key name "diff" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\Combat System Extension\md\NPC_Staff.xml.(pck|xml)"
[General] ======================================
[General] ======================================
[=ERROR=] LookupKeyName::LookupName(): The key name "sel" is not recognized in lookup 'ScriptXML'. Originated from: ""
[General] ======================================
[General] ======================================
[=ERROR=] Error loading MD file extensions\Combat System Extension\md\NPC_Staff.xml: Invalid root node


EDIT: Disregard above: this is normal bug from .exe that gives false flags. Below debug text though seems like legit error.

EDIT: And more debug text at the end of the entire log:

Code: Select all

[General] ======================================
[General] ======================================
[=ERROR=] Error in MD cue md.CSE.CSE: Property lookup failed: md.$CSE_Initialized
* Expression: md.$CSE_Initialized

Last edited by spartanheyho on Sat, 30. Nov 13, 13:14, edited 2 times in total.
Pimpace
Posts: 268
Joined: Tue, 1. Jan 13, 15:48
x4

Post by Pimpace »

So in the end... is this mod working or not? And my another question is: (as I read here) am I need the "manual command extension" mod for this to work?
Mad_Joker
Posts: 274
Joined: Sun, 14. May 06, 11:21
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Post by Mad_Joker »

Pimpace wrote:So in the end... is this mod working or not? And my another question is: (as I read here) am I need the "manual command extension" mod for this to work?
Hey Pimpace, check out UFO. That should actually work, since it's a complete rewrite of the capital ship combat scripts (link in signature).

Also, about the constant switching from blue to red: that is also fixed in UFO. The reason this happens is because of a game bug that causes the whole turret state animation to cycle when you try to switch into a state that is already active. So if you call <activate_battlestate object="this.ship" state="battlestate_yellow" /> (turrets being blue) while being in that state, then it will switch to red, and on the next one again to blue. The stock combat script sets the state on every iteration of it's main loop, which is causing the behavior you are all experiencing.

There is also a short demo video on Youtube. You can find it here.
Pimpace
Posts: 268
Joined: Tue, 1. Jan 13, 15:48
x4

Post by Pimpace »

Mad_Joker wrote:
Pimpace wrote:So in the end... is this mod working or not? And my another question is: (as I read here) am I need the "manual command extension" mod for this to work?
Hey Pimpace, check out UFO. That should actually work, since it's a complete rewrite of the capital ship combat scripts (link in signature).

Also, about the constant switching from blue to red: that is also fixed in UFO. The reason this happens is because of a game bug that causes the whole turret state animation to cycle when you try to switch into a state that is already active. So if you call <activate_battlestate object="this.ship" state="battlestate_yellow" /> (turrets being blue) while being in that state, then it will switch to red, and on the next one again to blue. The stock combat script sets the state on every iteration of it's main loop, which is causing the behavior you are all experiencing.

There is also a short demo video on Youtube. You can find it here.
oh, thanks Mate, I didn't notice that mod. Downloading...
TMC04
Posts: 84
Joined: Mon, 6. Feb 12, 20:00
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Post by TMC04 »

This and the "manual command" are a god send. Why wasn't this in vanilla? Seems like a no brainer...
Koritnaciino
Posts: 319
Joined: Sun, 26. Feb 06, 10:57
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Post by Koritnaciino »

Is not working for me in any case :(
Anubitus
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Post by Anubitus »

as far as i know this mod has features that UFO hasnt.. :o

perhaps combine them..? then we will have best of both worlds..
astaldion
Posts: 69
Joined: Fri, 13. Jun 08, 21:53

Post by astaldion »

Maybe you could leave the download links of CSE until UFO is out of its "Experimental" state? Currently i am waiting for a final release of UFO, so it won't corrupt my savegames..
wwdragon
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Post by wwdragon »

I would also like the mod to stay hosted. UFO cannot be removed from a game, like CSE can.
Editing posts since long before I remember.
StormMagi
Posts: 1335
Joined: Sat, 17. Mar 07, 03:53
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Post by StormMagi »

I second that, I would like this available as an uninstallable alternative to UFO.
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Jar B
Posts: 359
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Post by Jar B »

wwdragon wrote:I would also like the mod to stay hosted. UFO cannot be removed from a game, like CSE can.
And I'd like to have the Nexus page visible to public again to un-watch it. There is no such option while the page is invisible and the number of "obsolete" mods is increasing with every patch.
OpiWanktGenObi
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Post by OpiWanktGenObi »

Jar B wrote:And I'd like to have the Nexus page visible to public again to un-watch it. There is no such option while the page is invisible and the number of "obsolete" mods is increasing with every patch.
thought alot about mentioning it here, can only ask for the same :) thanks!
Azalrion
Posts: 66
Joined: Sat, 9. Nov 13, 11:31
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Post by Azalrion »

Can you not go to Files -> Tracking Centre -> Manage Tracked Files and then delete from there?
Jar B
Posts: 359
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Post by Jar B »

Azalrion wrote:Can you not go to Files -> Tracking Centre -> Manage Tracked Files and then delete from there?
Yes, I so didn't see that button. Cleaned up most of my stuff now ^^ (which obsoletes my request to un-obsoletise the mod)

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