improved misiles

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GrastDK
Posts: 23
Joined: Mon, 9. Jun 08, 17:12
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improved misiles

Post by GrastDK »

have searched the forum for any post regarding misiles and found none about improveing them

i find the misiles in the game quite boring and useless since any ship can outfly them and if they get hit, they do more or less no damage

is there anyway to get them improved?.. etc modding or the like?..

i dont know how to do it myself, and i dont want them to be overpowered just usefull..

and i really miss the swarm misiles as they worked in the old games..


thx in advance
//cheers
/Grast out
w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

Hi GrastDK,

You can take a look at NovaCameron's More Missiles. He hasn't updated it in a while, but should give you a good starting point at least.

If you want to alter the existing missiles, the various missile macros are in assets\fx\weaponfx\macros\

Their engine macros are in assets\props\EngineSystems\macros\
oliverjanda
Posts: 309
Joined: Sun, 14. Feb 10, 17:47
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Post by oliverjanda »

I'm disapointed by the missiles as well. they are too slow and maybe not agile enough. sooner or later i'll mod them but am too busy atm.
wwdragon
Posts: 3769
Joined: Mon, 1. Oct 07, 02:18
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Post by wwdragon »

Yeah. Having a swarm missile that only goes the same speed as the heavy fighter is rather useless.
Even the sunstalker only goes 500m/s.
Editing posts since long before I remember.
GrastDK
Posts: 23
Joined: Mon, 9. Jun 08, 17:12
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Post by GrastDK »

w.evans wrote:Hi GrastDK,

You can take a look at NovaCameron's More Missiles. He hasn't updated it in a while, but should give you a good starting point at least.

If you want to alter the existing missiles, the various missile macros are in assets\fx\weaponfx\macros\

Their engine macros are in assets\props\EngineSystems\macros\
not sure i know how to use this info?... cant find it in the x rebirth install folder
/Grast out
oliverjanda
Posts: 309
Joined: Sun, 14. Feb 10, 17:47
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Post by oliverjanda »

GrastDK wrote:
w.evans wrote:Hi GrastDK,

You can take a look at NovaCameron's More Missiles. He hasn't updated it in a while, but should give you a good starting point at least.

If you want to alter the existing missiles, the various missile macros are in assets\fx\weaponfx\macros\

Their engine macros are in assets\props\EngineSystems\macros\
not sure i know how to use this info?... cant find it in the x rebirth install folder
well yes and no!
you have to extract the gamefiles first (.cat)
GrastDK
Posts: 23
Joined: Mon, 9. Jun 08, 17:12
xr

Post by GrastDK »

i looked on it... guess thats out of my league.. its too complex for me to deal with..

i have no knowledge about this, but thx for the help anyway
/Grast out
oliverjanda
Posts: 309
Joined: Sun, 14. Feb 10, 17:47
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Post by oliverjanda »

GrastDK wrote:i looked on it... guess thats out of my league.. its too complex for me to deal with..

i have no knowledge about this, but thx for the help anyway
It just looks complicated!

Go to assets\props\EngineSystems\macros and pick the engine_missile_somethingmore_macro.xml of the missiles you want to change. Copy that file to e.g. Desktop\yourfirstmod\assets\props\EngineSystems\macros\
Now you have to change the values in acceleration and speed to your liking.
Furthermore you have to make the xml a diff. Something like this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//acceleration">
      <acceleration forward="360" reverse="0" strafe="0" pitch="0" yaw="0" roll="0" />
</replace>
<replace sel="//speed">
      <speed forward="0" reverse="0" strafe="0" pitch="0" yaw="0" roll="0" />
</replace>
</diff>
Finally, make a context.xml in Desktop\yourfirstmod\ (you can look up how todo that, its easy) and copy Desktop\yourfirstmod\ to your x rebirth extensions folder.

I hope I didn't forget anything!
It's probalby not 100% correct as i wrote this at work (lunchbreak).

If you still can't manage it, you have to wait until i have time to mod and test it myself (I'm pretty busy atm).

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