[Mod Request] Squad: Attack

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Sujic
Posts: 139
Joined: Fri, 10. Sep 04, 17:07
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[Mod Request] Squad: Attack

Post by Sujic »

Sadly I don't have the knowledge to create this myself, so here is what I would like to have:

An additional entry to the interaction menu (the one with hail, info, board, etc) labeled 'Squad: Attack' which gives all captains and pilots in my Squad the order to attack that target.

Optional additional entries:
- Squad: Follow me (squad-members revert to default behavior)
- Squad: Move (move to the target)
- Squad: Defend (follow target and attack its attackers; probably requires the most AI programming, so lowest priority)

Most of this should only need to call existing functions, but I don't even know where to begin to look for them. Adding the option to the menu might be the difficult part...
Thank God I am atheist.
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Manji111
Posts: 19
Joined: Sat, 7. Dec 13, 17:45

Post by Manji111 »

Would also be good to add:
- Squad: Attack my target
iforgotmysocks
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Joined: Fri, 8. Nov 13, 22:35
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Post by iforgotmysocks »

Manji111 wrote:Would also be good to add:
- Squad: Attack my target
Do not only read the notes, also read the text. :s
Making your squad attack someone was the main purpose.
pref
Posts: 5625
Joined: Sat, 10. Nov 12, 17:55
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Re: [Mod Request] Squad: Attack

Post by pref »

Sujic wrote: Most of this should only need to call existing functions, but I don't even know where to begin to look for them. Adding the option to the menu might be the difficult part...
I'm not so sure, AI does really weird things during combat. Its probably not just the menu that needs implemented, otherwise ES would have done that.
Think AI scripts for combat, and pathfinding are unfinished.
Would be nice to hear otherwise from a modder though.
Sujic
Posts: 139
Joined: Fri, 10. Sep 04, 17:07
x4

Post by Sujic »

Well...I am currently digging through the extracted files...not sure if I can come up with anything remotely useful, considering I have work to do...but we will see...I should be able to find some minutes lying around to use on this...
Thank God I am atheist.
Sujic
Posts: 139
Joined: Fri, 10. Sep 04, 17:07
x4

Post by Sujic »

To make a ship attack a target, it should be enough to run something like this:

Code: Select all

<run_script name="'fight.attack.object'">
          <param name="target" value="TARGET" />
</run_script>
The script should call the respective sub-script suitable for the shiptype...

But my preliminary research seems to indicate, that the interaction menu is not exposed to xml scripting, but somewhere in a compiled lua file...not sure if/how I can edit this...I know how I can edit existing entries in the menu using the t files, but adding entries and getting an event from them looks difficult...
Thank God I am atheist.
pref
Posts: 5625
Joined: Sat, 10. Nov 12, 17:55
x4

Post by pref »

Sujic wrote:To make a ship attack a target, it should be enough to run something like this:

Code: Select all

<run_script name="'fight.attack.object'">
          <param name="target" value="TARGET" />
</run_script>
The script should call the respective sub-script suitable for the shiptype...

But my preliminary research seems to indicate, that the interaction menu is not exposed to xml scripting, but somewhere in a compiled lua file...not sure if/how I can edit this...I know how I can edit existing entries in the menu using the t files, but adding entries and getting an event from them looks difficult...
Yes, but what i mean is what the ships will actually do with this order. I tried ship combat against stations for hours (they had Attack X station as their order) - and they only kept on target for 5-10mins, did some random shooting at thin air, really weird movement, some just died without enemies, and after this they just spread out to all directons and leave the zone at non boost speed. Restarted the attack about 3 times with same results.

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