9.0beta modding question regarding missile launchers

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Ziea Ebbon
Posts: 15
Joined: Sun, 4. Aug 24, 10:36
x4

9.0beta modding question regarding missile launchers

Post by Ziea Ebbon »

Question: how to make a missile launcher WITHOUT designating it as a missile launcher in 9.0beta

For context:
Unfortunately amonst the many wonderful changes in the 9.0 beta they decided to mess up missiles.
I attempted to copy over the boron missile launcher from version 8 to version 9 and re-add the missile tag to ships, hoping to have a quick way to mod out the terrible decision from egosoft for my game.
Unfortunately I noticed a problem when I tested this with the envoy, adding missile tag causes all weapon slots to merge into 1, and whilst picking equipment for said slot would be 2x pulse laser or 2x missile launcher or 2x boson lance etc. etc. And so not allowing to do something like 1 dumbfire and 1 seeker missile launcher.
So the changes made to missile launchers for S and M ships seems for now a lot more HARD RAMMED IN and not easily remedied.
Ideally I want to make a new missile launcher which can be slotted into any standard combat slot and fire missiles.
As for missile capacity I already have an idea of how to fix that, I simply add the code line for increasing missile capacity to the weapon itself, that way I don't have to add missile capacity to ALL the ships and saves me time, and this way can create some interesting setups, I intend to make the missile capacity less than the new dedicated missile launchers as this way ships with dedicated missile slots can remain feeling more like dedicated missile boats whilst I can stil slap a little launcher here and there on all my other favourite ships.

Goals:
1) I want to make a missile launcher that can be slotted into combat slots.
2) if 1 is possible then I would like to also make a envoy exclusive missile launcher too, to be fitted in the middile slot, (I always felt a lil sad there was only 2 weapons for the envoy/cypher main weapon slot)
3) ((more of a note for myself, if it works I should look up how to upload to steam workshop and upload there))

Issues:
Missile launchers have a lot different structure inside the files compared to standard weapons, I can't figure out what bit of the code to change.
I've had no issue with say... altering the "pir_battleship01" tag on earlking turrets to just "combat" and in so letting myself be able to equip those to other ships, but the tags system is different in the missile launchers... even in 8.0...

I am not a code jockey, so any suggestions would be helpful. For now I'll experiment with toying about with entries and see what happens, maybe I stumble on to something!
User avatar
ChemODun
Posts: 598
Joined: Mon, 12. Feb 07, 21:58
x4

Re: 9.0beta modding question regarding missile launchers

Post by ChemODun »

The X4-modding channel on Egosoft Discord server is better place to ask (more people can or will not answer) ...
Multiply entropy by absolute zero

Freedom in space
Ziea Ebbon
Posts: 15
Joined: Sun, 4. Aug 24, 10:36
x4

Re: 9.0beta modding question regarding missile launchers

Post by Ziea Ebbon »

So turns out I was not reading the right line of code and it was incredibly remarkably easy to change.
first replacing the "depreciated" tag for the boron missile launchers in the library folder.
then removing missile tag under the con_01 section of the missile launcher in the props folder.

I am mildly annoyed that the con_01 tag list seems to be in totally different locations of the file and made things confusing for me.
Success!
I can slap missile launchers on all S and M ships and I don't have to update each individual ship and mix and match.

Return to “X4: Foundations - Scripts and Modding”