[MOD] DragonCommands = Move Cargo without Trade Offers and more

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h2odragon3
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[MOD] DragonCommands = Move Cargo without Trade Offers and more

Post by h2odragon3 » Wed, 12. Jun 19, 17:15

This mod adds new default behaviors for ships. CargoFerry will
add cargo to a station that doesn't want it, PatrolRoute defends each
of a list of waypoints for a time, and StationSweep gathers loot from
around a station.

(new in v2) DeploySphere spreads mines and/or lasertowers in rings or randomly around a point.

(new in v2) CollectDeployables picks up Resource Probes, Nav Beacons, Satellites, Mines, and Laser Towers in an area.


Download at https://github.com/h2odragon/dragoncommands

This mod is pretty much self-contained should be compatible with others.


## CargoFerry

This is the command I decided to write after finding no way to stockpile
claytronics outside a factory. Simply takes cargo from a source
station to a destination station. Any ware can be specified and
carried, whether its a resource or storage ware on the source or
destination. Several options are provided to allow versatile uses of
this command, see docs for more.


## PatrolRoute

'Defend Position' on a list of points. Waypoints can be any selectable
object (finally a real use for Nav Beacons!), there are time on point
and other options also.


## StationSweep

Gathers loot around a station and stores it there.
Last edited by h2odragon3 on Wed, 3. Jul 19, 11:48, edited 1 time in total.

scav_n_ger
Posts: 67
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Re: [MOD] DragonCommands = Move Cargo without Trade Offers and more

Post by scav_n_ger » Wed, 12. Jun 19, 17:46

Great commands, thanks for that. I am going to give them a try.

Is there any chance of seeing more of those in the future?
I'd be so happy to have designated bombing run commands for Missiles and Torpedo Wings

h2odragon3
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Joined: Tue, 9. Apr 19, 15:43
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Re: [MOD] DragonCommands = Move Cargo without Trade Offers and more

Post by h2odragon3 » Wed, 12. Jun 19, 19:44

Thanks!

Yes, I've got several more ideas for things I want my ships to do. This release is what I need for my next play through.

I have not considered a 'Bombing run' idea or anything like it, so thanks for mentioning it, and if you have a more full description of just what you mean please kick in further. I have not as yet done much with missles.

LegionOfOne
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Re: [MOD] DragonCommands = Move Cargo without Trade Offers and more

Post by LegionOfOne » Wed, 12. Jun 19, 20:52

Interesting ideas, I toyed with the idea of 'force-feeding' wares to a station that doesn't want it.
I went another way, but I am curious : how does a station manager handle it when trying to reserve space for the station's needs and products ? Does it recalculate ?
Edit : you just destroy and create cargo in the proper inventory ! You barbarian :). I don't advise that, but I guess it works, just like you can kill that fly with a ballistic missile...

The other two commands look quite useful, particularly the patrol. Can't ever get these guys to move like I want, this seems to work as advertised. Thanks and well-done.

I don't want to promote my mods too much, not that I gain anything from them, but both my lastest Mules and my Player-Owned Warehouses could have helped you with your claytronics. Without force-feeding :)
Last edited by LegionOfOne on Thu, 13. Jun 19, 09:00, edited 4 times in total.

scav_n_ger
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Re: [MOD] DragonCommands = Move Cargo without Trade Offers and more

Post by scav_n_ger » Wed, 12. Jun 19, 22:08

h2odragon3 wrote:
Wed, 12. Jun 19, 19:44
Thanks!

Yes, I've got several more ideas for things I want my ships to do. This release is what I need for my next play through.

I have not considered a 'Bombing run' idea or anything like it, so thanks for mentioning it, and if you have a more full description of just what you mean please kick in further. I have not as yet done much with missles.
Since you are going to try another play through, you could have a look at the actual behaviour of S-class and M-class ships, if they are fitted with missile launchers in their Main weapon slot and see if you find it agreeable.
I admit, i play heavily modded which might be the issue in the first place, but i very rarely (not at all, if observed in-sector) found my ships firing missiles at anything. Ony missile turrets seem to be reliable. Which makes me question the sense of the vanilla peregrine, minotaur, etc, since last time i checked they were unable to fit missile turrets.

I remember in X3:AP vanilla there was a setting to influence the chance for ships to fire missiles.
CODEA mod had a very immersive, complicated solution for bombing runs.
Litcube's Universe had 2 approaches for firing missiles (MLCC Rules of Engagement and M7M Turret settings) that proved very reliable.


While writing it down, i feel a little guilty because i feel like placing an order.
But what i imagine would be something similar to your Patrol script:

Check if commanded ship has at least 1 main weapon missile launcher.
If yes, enable command "bombing run"
Bombing Run would be similar to your patrol: Let 1 or more target (waypoint) be selected.
Fighter approaches target until in range (eventually check ammo for possible range)
Fire 1 volley of missiles at the target
Do not start a dogfight. Instead go to next waypoint.
If no more waypoint on the list, return to position where the command queue began. (Or dock at carrier / station)

h2odragon3
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Joined: Tue, 9. Apr 19, 15:43
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Re: [MOD] DragonCommands = Move Cargo without Trade Offers and more

Post by h2odragon3 » Thu, 13. Jun 19, 19:12

@LegionOfOne: by all means promote your mods, i hadn't seen them as of a month ago when i sketched out the cargoFerry idea and i was heads down on that while you announced it. :) If someone has a need that my mod doesn't fill and yours does then it's great they got a link to it on this thread.

@scav_n_ger: Perhaps i can clarify. What "patrolRoute" does is call the vanilla implementation of "flyTo" and "defend position" in a loop. it is ~ 50 lines of code. I think what you want would be an alternate implementation of, or at least tweaked vesion of, the vanilaa "fight.attack.object.*" scripts, of which there are 5, and which run over 500 lines each. So I hope i don't sound dismissive of the idea when i say im not eager to tackle that yet.

h2odragon3
Posts: 22
Joined: Tue, 9. Apr 19, 15:43
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Re: [MOD] DragonCommands = Move Cargo without Trade Offers and more

Post by h2odragon3 » Tue, 2. Jul 19, 04:12

Added New DeployGlobe command: makes a ship deploy mines and/or laser towers in a globe
(or ring) around a specified point. Options control the size of the
globe, number of rings, number and types of items deployed.

Pretty to see, if not actually terribly useful with vanilla deployables.

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