Help can not make improved engineer fix ship radar

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docwho83
Posts: 168
Joined: Mon, 15. Jun 09, 23:10
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Help can not make improved engineer fix ship radar

Post by docwho83 »

Code: Select all

<connection connection="connection_radar_external01" macro="connection_radar_external01">
<component class="radar" macro="radar_ship_l_military_01_macro" connection="connection_component01" state="wreck" attacker="[0xb789]" attackmethod="hitbybullet" attacktime="35331.1" id="[0xb261]">
<offset>
Now this is the external radar from a units_size_l_single_attack_ship aka Balor. I had board it and blow out the radar and most of the other toys on the ship.

Let just say I was trying to kill the engineer with work overload....

all said and done the engineer repair all but radar. Now yes I can fix it in the save myself (not what I want). While I issues with another part of my code with same file yesterday Thanks UniTrader and YorrickVander. I have the class list from scriptproperties.html I saw that the class.radar was not there. Little hunting to find the common.xsd file and made a new line for said class.radar under the class.turret and before class.weapon

common.xsd file is in my X Rebirth\libraries which is where I found it in the cat also have it set to use -prefersinglefiles on start of game.

Still dose not fix the problem. So am I just missing something with make the game read the class information?
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
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Joined: Sun, 20. Nov 05, 22:45
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Post by UniTrader »

as already said in another thread: there is no point in editing .xsd files and expecting it to work - the delivered xsd files only document what is supported by the game, it does not implement any functionality. (it may have sense to edit it if we ever find functionality not documented there, but thats another topic entirely)

i would try another approach: get a list of all components/connections and filter them for broken ones (i think the vanilla Engineer filtered some components out which shouldnt require maintinence before doing anything.. and probably the radar is filtered out there, too)

EDIT: eMYNOCK just told me that the rewritten engineer script from EGO can rebuild the Radar, seems you are using an outdated Version
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Ginger470
Posts: 158
Joined: Sun, 20. Jun 04, 03:24
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Post by Ginger470 »

Don't mean to derail this thread, but do we know how to make new classes? Is it just a case of putting them into action in the macros and referencing them when needed? Or do they need registered somewhere?
docwho83
Posts: 168
Joined: Mon, 15. Jun 09, 23:10
x4

Post by docwho83 »

@Unitrader
I am using the last version of improved engineer that was uploaded. Only after see some of the small issues have I started trying to add things to it.

Was woking on a Call Lead Engineer MD for a way to repair other ship remotely such as the small fighter classes. And maybe to beable to upgrade the ship it is on with better mk units. I would still have to write the new mk of turrets, shields, dronebay space, radar, and maybe even at a trading computer to each ship. so it would update the trade while doing runs.

@ginger470
That is part of what I was asking about. Not that I have seen a new class needed yet. Just base on what I am seeing class.radar is not in the system. Have to work more on this. New class for like transporters hmmm (X3 had site to site transport not seen lore as to why in is missing)
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals

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