I have been trying to desable the spawning of generic enemies in some missions , notably : escort , patrole. for xenon invasion I would like to make them spawn at a bigger distance.
but what I want to do the most is remove the silly immersive killing enemies in patrole and escort mission.
to my eyes this is no cheat , sins i play with my mod that adds tones of enemies I dont need the game to add fake ones for me.
I tryed some things with the MD files but it still spawns them....
if there no way to stop this , then can I at least desable the combat missions , just so I dont get that extra clutter
How to desable generic mission enemie spawning?
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How to desable generic mission enemie spawning?
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
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I dont mean in the plot , I mean the generic missions.RedEclipse wrote:Maybe look in Plot_ep1_ch1.xml in cat 07. They disable it there for the plot start.
I play in freeplay ATM
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
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I think Red Eclipse may have been refering to this...
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Code: Select all
<!-- disable job-enemies, until after we introduce the player to fights in ch1.4 -->
<set_value name="$PartValues" exact="['Part_1', 'Part_2', 'Part_3', 'Part_4', 'Part_5', 'Part_6', 'Part_7']"/>
<set_value name="$Jobs" exact="[
['sos_fighter_patrol_cluster', [ false, false, false, false, false, true, true]]
]"/>
<!-- enable/disable jobs, according to the above lookup-table -->
<do_if value="$PartValues.indexof.{event.param}">
<set_value name="$Index" exact="$PartValues.indexof.{event.param}"/>
<do_all exact="$Jobs.count" counter="$Counter">
<do_if value="$Jobs.{$Counter}.{2}.{$Index}">
<set_job_active job="$Jobs.{$Counter}.{1}" activate="true"/>
<debug_text text="'Activating plot job: ' + $Jobs.{$Counter}.{1}" chance="100"/>
</do_if>
<do_else>
<set_job_active job="$Jobs.{$Counter}.{1}" activate="false"/>
<debug_text text="'Deactivating plot job: ' + $Jobs.{$Counter}.{1}" chance="100"/>
</do_else>
</do_all>
<remove_value name="$Jobs"/>
</do_if>