[MOD REQUEST] Ragefire-turret range increase - No more toothless Raptor!

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swatti
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[MOD REQUEST] Ragefire-turret range increase - No more toothless Raptor!

Post by swatti »

One of those "lore-failures" that keep bugging me.
A ship known to be simply "badass" is rendered nearly toothless as it has lost its hull-shielding and its powerfull main-guns.

Basicly, im requesting a simple small mod that gives the Ragefire-turret a 5km range to give the poor Raptor some teeth against capital-ships.

Sadly my modding-skills arent good enough to do this but im sure any skilled modder can rid me this horrid lore-bloober.

Thanks :)
iforgotmysocks
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Re: [MOD REQUEST] Ragefire-turret range increase - No more toothless Raptor!

Post by iforgotmysocks »

swatti wrote:One of those "lore-failures" that keep bugging me.
A ship known to be simply "badass" is rendered nearly toothless as it has lost its hull-shielding and its powerfull main-guns.

Basicly, im requesting a simple small mod that gives the Ragefire-turret a 5km range to give the poor Raptor some teeth against capital-ships.

Sadly my modding-skills arent good enough to do this but im sure any skilled modder can rid me this horrid lore-bloober.

Thanks :)
You wanna try it yourself? ;p
Kinda 'busy' right now.

If you can't handle it, i'll do it later, but i think you can manage to get it working, its not that difficult.

You seem to know the name, so we need to know what turret macro is the one we are looking for.

So open up your t file (0001-L044.xml is english) and search for ragefire.

When done you'll find out that its {20104,1901} we are looking for.
When you've activated indicated search at your windows, you just type that in the directory where you store your extracted game files and its gonna be ...
turret_medium_sp_macro.xml

which you can find here:
XR_ext_xmlOnly\assets\props\WeaponSystems\macros\turret_medium_sp_macro.xml

But thats the turret, you'll see pretty fast that this is not what we were looking for. So we gonna need the macro for the bullet files.

bullet_turret_medium_sp_macro.xml

So, you'll create a new mod directory under extensions and copy the bullet_turret_medium_sp_macro.xml in it.
Of course after you reconstructed the whole path where you found the file.

\assets\fx\weaponfx\macros\bullet_turret_medium_sp_macro.xml

Then you open up the bullet xml and delete the whole content (or comment it out, just have the original file or the old content somewhere to look up what you want to replace/add or delete).

I give you the example for the bulletspeed, rest is your job, alright? ^^

Code: Select all

<?xml version="1.0" encoding="utf-8"?>

<!-- Thats a comment -->
<!-- And <diff> says that we gonna change content. What exactly comes within -->

<diff> 
  <replace sel="/macros/macro/properties/bullet/@speed">
    900
 </replace>
  <!-- here you gonna set the other replacements. :p -->
 
</diff>
Save, start the game, activate the mod and test it.

Tell me if you have problems and we'll fix them.
swatti
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Post by swatti »

Need to give it a go tomorrow. My coding skills are next to zero but ive quite often ended up "modding other ppl's mods" to my liking by changing some numbers. Thx man.
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:Need to give it a go tomorrow. My coding skills are next to zero but ive quite often ended up "modding other ppl's mods" to my liking by changing some numbers. Thx man.
Yap, thats how it starts. ^^
The community really could use more modders. So much left to do. :s
And its not so difficult to get started, so if you'd like to get into modding X-R,
then give it s shot. :)
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

A mod that would replace the Ragefire with other weapons (similar power, maybe the Taranis beam lasers would be nice) would be enough.

Ragefire is good, but there are way TOO many problems with it right now.
Except for ****** range, they also cannot be repaired with engineers, neither with shipyard: once they get destroyed, they are lost FOREVER.
iforgotmysocks
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Post by iforgotmysocks »

I never had one so i can't tell, but the repair bugs should be fixed by now. :o
Weird.

Well, that would be some challange for a starter, maybe swatti wants to look into that once he picked up some basics. :)
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

iforgotmysocks wrote:I never had one so i can't tell, but the repair bugs should be fixed by now. :o
Weird.

Well, that would be some challange for a starter, maybe swatti wants to look into that once he picked up some basics. :)

Its not repair bug.
Repairs are working PERFECTLY.

The problem is, that Ragefire turrets are NOT listed as modules on the ship.
Even when they are 100% repaired and working, they are NOT on the list.
And engineers repair only things that belong to that ship - it looks as if Ragefire turrets don´t.

Once they get destroyed, they are destroyed forever.
Just try yourself! Cap a Gangrene Chaser and destroy the turrets. They will dissappear forever.
iforgotmysocks
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Post by iforgotmysocks »

Earth ultimatum IV. wrote: Its not repair bug.
Repairs are working PERFECTLY.

The problem is, that Ragefire turrets are NOT listed as modules on the ship.
Even when they are 100% repaired and working, they are NOT on the list.
And engineers repair only things that belong to that ship - it looks as if Ragefire turrets don´t.

Once they get destroyed, they are destroyed forever.
Just try yourself! Cap a Gangrene Chaser and destroy the turrets. They will dissappear forever.
Hm, you made me curious. ^^
Let me finish the next update for NRU, then i'll take a closer look at those turrets.

Edit:
Phuh... it looks alright to me.
And btw: there is no "list". ^^
Every added turret is a destructible and they are called that way.
So once a turret has a connection to a ship its gonna be found by the script.

I'd really need to test it myself. :s
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

Not really true.
There is a "list" of weapon systems.
Open ship details, and there is a tab called "weapon systems". Ragefire turrets are not there, which indicates that they are somehow not recognized as part of the ship...
iforgotmysocks
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Post by iforgotmysocks »

Earth ultimatum IV. wrote:Not really true.
There is a "list" of weapon systems.
Open ship details, and there is a tab called "weapon systems". Ragefire turrets are not there, which indicates that they are somehow not recognized as part of the ship...
You'll see pretty fast that there are alot more turret macros, then props.
Props are components. You are refering macros with components.

I could create 10 different turrets and refer all with the same component. They would look pretty much equal, but any relevant gameplay values are stored in turret and bullet macros.

Code: Select all

<macros>
  <macro name="turret_medium_sp_macro" class="turret">
    <component ref="props_wps_sp_def_turret_m_mg" />
.
.
.
props_wps_sp_def_turret_m_mg.xml

Tadaaaaa.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

I dont understand this technic stuff.
IRagefire doesnt work as it should. Thats all.
iforgotmysocks
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Post by iforgotmysocks »

Earth ultimatum IV. wrote:I dont understand this technic stuff.
IRagefire doesnt work as it should. Thats all.
Ya, i'll test it once i have some spare time.
I was just saying that this is not the problem. ^^
But there could be so much others. xD

You also could post it in the beta update section.
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

iforgotmysocks wrote:
Earth ultimatum IV. wrote:I dont understand this technic stuff.
IRagefire doesnt work as it should. Thats all.
Ya, i'll test it once i have some spare time.
I was just saying that this is not the problem. ^^
But there could be so much others. xD

You also could post it in the beta update section.

I did, I did.
I can even send you my savegame, so you can have a look.
Got one Gangrene chaser, its fully repaired EXCEPT for those ragefire turrets.
iforgotmysocks
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Post by iforgotmysocks »

Earth ultimatum IV. wrote:
iforgotmysocks wrote:
Earth ultimatum IV. wrote:I dont understand this technic stuff.
IRagefire doesnt work as it should. Thats all.
Ya, i'll test it once i have some spare time.
I was just saying that this is not the problem. ^^
But there could be so much others. xD

You also could post it in the beta update section.

I did, I did.
I can even send you my savegame, so you can have a look.
Got one Gangrene chaser, its fully repaired EXCEPT for those ragefire turrets.
That would be nice!
swatti
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Post by swatti »

The improved engi-mod fixed Ragefire-turrets. No experience on vanilla engi tho.

Got stuck at work. One more day... Soon... Very soon... Derp!
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:The improved engi-mod fixed Ragefire-turrets. No experience on vanilla engi tho.

Got stuck at work. One more day... Soon... Very soon... Derp!
Chill, your little problem won't run away. :D
Mine don't either. :/
Sadly. :3
swatti
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Post by swatti »

Ookkey... I tried, i failed... Il just wait till your less "busy" ^^
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:Ookkey... I tried, i failed... Il just wait till your less "busy" ^^
Sorry, was jogging for a while. Needed some fresh air. ^^

Okay, just give me a sec.
But when you got it you need to try to change something else on your own. :p

Edit:
There you go, but you gonna have to test it yourself, i don't have one of those ships yet. ^^

https://www.dropbox.com/s/hujt5jsmiuul2 ... urrets.zip
swatti
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Post by swatti »

MUAHAHAHAAA! It works!! Well, that was kinda obvious...

Almost "too well" as the Xenon K is melted in about 25 seconds when all the Chasers guns start to pummel it.
For the fun of it its better off leave it this way. Once any real balancing starts the guns need bit of a nerf.
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:MUAHAHAHAAA! It works!! Well, that was kinda obvious...

Almost "too well" as the Xenon K is melted in about 25 seconds when all the Chasers guns start to pummel it.
For the fun of it its better off leave it this way. Once any real balancing starts the guns need bit of a nerf.
Well, you should know now how to do it. ^^
Play around with it until it fits.

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