[Mod] Subsystem Targeting Orders
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [Mod] Subsystem Targeting Orders
We clash again!
You override the loadout submenu. I wanna override the loadout submenu.
Is there any way to make it work together?
You override the loadout submenu. I wanna override the loadout submenu.
Is there any way to make it work together?
Re: [Mod] Subsystem Targeting Orders
Updated to 3.2:
* 3.2, 2021-04-14: Added clear turrets command and CN translation; Also improved xpath specificity to improve mod compatibility
Demonstration here: https://youtu.be/fpB0R7qzkwk
* 3.2, 2021-04-14: Added clear turrets command and CN translation; Also improved xpath specificity to improve mod compatibility
Demonstration here: https://youtu.be/fpB0R7qzkwk
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
Sadly it would be very, very difficult. We'd both have to use Kuertee's mod (https://www.nexusmods.com/x4foundations/mods/552) as a dependency (which also limits distribution to Nexus), it would have to be updated to also recognize our mods explicitly, and even then if you wanted to touch the all turret dropdown it still would not work because the table can only be set in one place.
This is the issue with UI modding--it's not as flexible as XML modding.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
1) Check here for a demonstration: https://youtu.be/fpB0R7qzkwkmonish_05m wrote: ↑Mon, 12. Apr 21, 08:14Hello,
1). Is there a way to set priorities for multiple ships?
2). Do ships in fleet follow commanders behaviour?
Also, 1 request could you add just a basic target XL ship, target L and above, Target M and target M and below command as well.
Since ego turret behaviour is crap, I just want my ships to prioritize ships based on classes first and switch from high threat to low threat if no class is found.
Thanks for the mod.
2) Yep. If commander has been given attack subsystems it will propagate to all ships given the "attack" assignment.
WRT the rest I'll consider it but I've gotten about 2 dozen requests for different turret command variations. Trying to find a balance that works reasonably well. Also it's somewhat difficult to actually change "real" turret commands instead of providing an overlay in the "all turrets" category. I could do it, but it would complicate things a lot.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
Just a thought. You could make subsystem targeting a mandatory dependency for your mod, then just swap out the functions on your side. Setting dependencies forces the load order, so subsystem targeting would load first, then your mod would load, overwriting whatever I loaded--as long as you include my existing subsystem targeting components in whatever you touch then it *should* (I say that not having tried to load competing luas....) still work while allowing you to add whatever you need.Alkeena wrote: ↑Thu, 15. Apr 21, 01:24Sadly it would be very, very difficult. We'd both have to use Kuertee's mod (https://www.nexusmods.com/x4foundations/mods/552) as a dependency (which also limits distribution to Nexus), it would have to be updated to also recognize our mods explicitly, and even then if you wanted to touch the all turret dropdown it still would not work because the table can only be set in one place.
This is the issue with UI modding--it's not as flexible as XML modding.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
I guess I could distribute a separate version that is compatible with STO with that method. But I'll have to be attentive to any UI changes you make . I only need to change the docked/launched button for subordinates, so your turret controls will be untouched.Alkeena wrote: ↑Thu, 15. Apr 21, 02:50Just a thought. You could make subsystem targeting a mandatory dependency for your mod, then just swap out the functions on your side. Setting dependencies forces the load order, so subsystem targeting would load first, then your mod would load, overwriting whatever I loaded--as long as you include my existing subsystem targeting components in whatever you touch then it *should* (I say that not having tried to load competing luas....) still work while allowing you to add whatever you need.Alkeena wrote: ↑Thu, 15. Apr 21, 01:24Sadly it would be very, very difficult. We'd both have to use Kuertee's mod (https://www.nexusmods.com/x4foundations/mods/552) as a dependency (which also limits distribution to Nexus), it would have to be updated to also recognize our mods explicitly, and even then if you wanted to touch the all turret dropdown it still would not work because the table can only be set in one place.
This is the issue with UI modding--it's not as flexible as XML modding.
Also just FYI: adding dependency was not enough to get yours to load first. Had to set my lua loader md cue to trigger when yours was completed.
Re: [Mod] Subsystem Targeting Orders
Updated to v3.2.1
* 3.2.1, 2021-04-15: Corrected CN translation file to remove invalid ampersand
* 3.2.1, 2021-04-15: Corrected CN translation file to remove invalid ampersand
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
WRT 3.2.1: no changes to UI. (also I would recommend joining Ego's unofficial discord; it will make it easier to coordinate and try to figure out a more equitable path forward, I'm @Allectus there: https://discord.gg/2zsWzKQ )runekn wrote: ↑Thu, 15. Apr 21, 08:47I guess I could distribute a separate version that is compatible with STO with that method. But I'll have to be attentive to any UI changes you make . I only need to change the docked/launched button for subordinates, so your turret controls will be untouched.Alkeena wrote: ↑Thu, 15. Apr 21, 02:50
Just a thought. You could make subsystem targeting a mandatory dependency for your mod, then just swap out the functions on your side. Setting dependencies forces the load order, so subsystem targeting would load first, then your mod would load, overwriting whatever I loaded--as long as you include my existing subsystem targeting components in whatever you touch then it *should* (I say that not having tried to load competing luas....) still work while allowing you to add whatever you need.
Also just FYI: adding dependency was not enough to get yours to load first. Had to set my lua loader md cue to trigger when yours was completed.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
With a not insubstantial amount of help from Forleyer I think I'm in a good spot to release to support Kuertee's UI mod compatibility layer as soon as it updates. I was even able to generalize it so that I wouldn't need to bifurcate the steam vs nexus releases by altering the load order based on whether or not Kuertee's UI mod was present or not: https://github.com/A11ectus/X4-Subsyste ... ralizationrunekn wrote: ↑Thu, 15. Apr 21, 08:47I guess I could distribute a separate version that is compatible with STO with that method. But I'll have to be attentive to any UI changes you make . I only need to change the docked/launched button for subordinates, so your turret controls will be untouched.
Also just FYI: adding dependency was not enough to get yours to load first. Had to set my lua loader md cue to trigger when yours was completed.
Code: Select all
(Optional) Kuertee's UI Extensions and HUD - https://www.nexusmods.com/x4foundations/mods/552 If present with version of 2.06 or greater the mod will load in a high compatibility mode making it less likely (though not immune) to conflict with other UI mods
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
Updated to 3.3:
* 3.3, 2021-04-16: Added optional check against Kuertee's UI Extension to allow for high compatibility mode to be triggered if present.
(Optional) If Kuertee's UI Extensions and HUD version 2.06 or higher is installed and enabled ( https://www.nexusmods.com/x4foundations/mods/552 ) the mod will load in a high compatibility mode making it less likely (though not immune) to conflict with other mods that touch the UI.
Edit: Big thank-you (again!) to Forleyor, who was again instrumental in enabling this.
* 3.3, 2021-04-16: Added optional check against Kuertee's UI Extension to allow for high compatibility mode to be triggered if present.
(Optional) If Kuertee's UI Extensions and HUD version 2.06 or higher is installed and enabled ( https://www.nexusmods.com/x4foundations/mods/552 ) the mod will load in a high compatibility mode making it less likely (though not immune) to conflict with other mods that touch the UI.
Edit: Big thank-you (again!) to Forleyor, who was again instrumental in enabling this.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
V3.4 Released:
* 3.4, 2021-05-11: Added support for Wing Hotkeys Mod; Altered disable all targeting priority to target heavy turrets before light turrets. Altered the Line of Sight requirement for capital ships to NOT apply to carriers, so they may send their subordinates appropriately. Added attack all enemies as lowest priority targeting option for attack fighters turret commands. Lua refactored to unify library functions (thanks to runekn)
* 3.4, 2021-05-11: Added support for Wing Hotkeys Mod; Altered disable all targeting priority to target heavy turrets before light turrets. Altered the Line of Sight requirement for capital ships to NOT apply to carriers, so they may send their subordinates appropriately. Added attack all enemies as lowest priority targeting option for attack fighters turret commands. Lua refactored to unify library functions (thanks to runekn)
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
Released v3.5:
* 3.5, 2021-05-13: Significantly improved (fixed, really...) out of sector targeting performance. S/M ships and Carriers will now properly target appropriate subsystems in low attention mode. Other L/XL ships will instantly fail the line of sight check in low attention and cancel subsystem (but not station module) related orders--this seemed more reasonable then having destroyers instantly strip all subsystems without LOS or accuracy concerns.
* 3.5, 2021-05-13: Significantly improved (fixed, really...) out of sector targeting performance. S/M ships and Carriers will now properly target appropriate subsystems in low attention mode. Other L/XL ships will instantly fail the line of sight check in low attention and cancel subsystem (but not station module) related orders--this seemed more reasonable then having destroyers instantly strip all subsystems without LOS or accuracy concerns.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Re: [Mod] Subsystem Targeting Orders
Released version 3.5.1:
* 3.5.1, 2021-05-22: Corrected menu display error in German translation.
* 3.5.1, 2021-05-22: Corrected menu display error in German translation.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
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Re: [Mod] Subsystem Targeting Orders
This looks really great and I look forward to trying it out soon!
May I ask, is there any way to get it so that the AI will prioritize the use of these? It would be great to have smaller AI ships prioritize taking out the shields / turrets / engines of large ships.
May I ask, is there any way to get it so that the AI will prioritize the use of these? It would be great to have smaller AI ships prioritize taking out the shields / turrets / engines of large ships.
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- Joined: Sat, 21. Jun 08, 18:46
Re: [Mod] Subsystem Targeting Orders
Anyone know if this still works in 5.0?
Re: [Mod] Subsystem Targeting Orders
I use it and it still works fine as far as I can tell.
Re: [Mod] Subsystem Targeting Orders
Doesn't work for me completely. Not as option for turrets on your ship, nor as command for other ships(in this case command don't even start to execute).
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- Posts: 74
- Joined: Sun, 28. Aug 05, 01:36
Re: [Mod] Subsystem Targeting Orders
Since they've added turret attack orders in 6.0, I'm assuming that this won't work anymore unless it gets an update?