[MOD] Reactive Docking

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runekn
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[MOD] Reactive Docking

Post by runekn » Wed, 14. Apr 21, 22:43

Reactive Docking

Download: https://www.nexusmods.com/x4foundations/mods/676/

Description
In vanilla X4: Foundations subordinates assigned to a carrier with the 'Launched' option will remain docked until something relevant to their group's order happens.
For example if the leader is attacked then groups with 'defend' will launch to defend.
However, this is not true for non-carrier capital ship. Their subordinates in 'Launched' mode will instead remain launched constantly whether they are needed or not.

This mod add additional docking options to cover both carrier and non-carrier behaviors for both shiptypes.
In essence, the Docking/Launched button found in loadout info submenu and 'Enter' menu on ships has been changed to a dropdown with three options:
1. Docked: Same behavior as vanilla. Subordinates will remain docked no matter what.
2. Launched (default for non-carriers): Subordinates will remain launched, and only dock if leader wants to travel far distances.
3. Reactive (default for carriers): Subordinates will dock, but launch if something happens that is relevant to their standing order.

Requirements

* SirNuke's Mod Support API [Steam | Nexusmods]
* Kuertee's's UI Extension and HUD version >= 2.0.6 [Nexus] (Optional)

Compatibility
This mod is save compatible. You can add it to an existing save, and remove it without errors. If removed then groups with the 'Reactive' option enabled will simply change to 'Launched'.

This mod achieves compatibility with other UI mods through the UI Extension and HUD mod.
To work with Subsystem Targeting Orders, at least version 3.3 is required.

FAQ

1. When I have ships in storage, and one on the pad, and all are to launch why does the ship currently on the pad not launch first, rather than stow only to launch after another has?
- As far as I can tell this is vanilla behavior for the game. So I dunno what I could do about it. The game doesn't seem to make any priority for ships already on a pad if both it and one in storage needs to launch.

2. When they return to dock on my leader with one pad, only 1 ship docks and the rest just cancel their docking?
- Again, seems to be vanilla behavior. They get cancelled because the pad is occupied. Why they don't just queue up to dock I don't know atm.

3. I wanna fix your ****** code
- You are very welcome to make requests to the github.

4. When I change the pilot or take manual control of a ship the Reactive mode is removed?
- Yes, the only way I know to transfer changes from UI to the escort script is to use the pilot's blackboard. So the reactive mode is attached to the pilot.

5. My Reactive option is disabled?
- This should only happen if the leader ship has no pilot. If the ship has gotten a pilot and the option is still unavailable, try just closing and reopening the menu. If that still does not work, submit a bug report please.

Thanks to

* Allectus for making another mod that does somewhat the same things, so that I could easily see how to achieve what I wanted despite this being my first mod :P
* Forleyor for making the integration with UI Extension and HUD

Updates

* v2.1: Updated standalone UI mode for 6.0
* v2.0: Launched option for carrier groups now behave as non-carriers. Added Reactive option to carrier groups.
* v1.4: Fixed compability with 5.0 when not using kuertee's UI mod, added Japanese by ArkBlade2015, added standalone mode (works without Kuertee's UI Extensions)
* v1.3: Fixed error logs when opening loadout menu on ship without captain. Reactive mode is now disabled if there is no captain.
* v1.2: Fixed reactive mode when leader is M ship.
* v1.1: Better mod compatibility. Disabled Reactive modes for stations.
* v1.0: Fixed ingame mod dependency. Added STO compatible version.
* v0.1: Initial release.
Last edited by runekn on Sat, 29. Apr 23, 15:15, edited 11 times in total.

runekn
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Joined: Sun, 21. Mar 21, 19:24
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Re: [MOD] Reactive Docking v0.1

Post by runekn » Wed, 14. Apr 21, 22:49

Oh and do say if 'Reactive Docking' is a dumb name. I'm starting to think it is, but maybe that's just because I see it often and I made it. It's named such because subordinates are in a more vulnerable state (docked) and can only react to event. Rather than being always ready (launched).

Also if any has suggestions for points mentioned in known bugs or FAQ, do also mention it. This is my first dive into modding.

runekn
Posts: 32
Joined: Sun, 21. Mar 21, 19:24
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Re: [MOD] Reactive Docking

Post by runekn » Thu, 15. Apr 21, 11:28

v1.0
  • Fixed missing ingame dependency requirement for Modding Support API
  • Added version which is compatible with (and requires!) Subsystem Targeting Orders 3.2

SunGod1
Posts: 52
Joined: Fri, 15. May 20, 07:58
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Re: [MOD] Reactive Docking

Post by SunGod1 » Fri, 16. Apr 21, 01:14

I am going to test this mod out.... right now.... I want my Asgards to be even Mohar Powerful!!!!
Travel Drive Charge Time is absolutely @player_frustration +1

runekn
Posts: 32
Joined: Sun, 21. Mar 21, 19:24
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Re: [MOD] Reactive Docking

Post by runekn » Fri, 16. Apr 21, 11:01

v1.1
  • Merges STO-compatible and normal versions into one (thanks to Forleyor). Now requires UI Extension and HUD >= 2.0.6
  • Disabled Reactive mode for stations. It wasn't working there anyway.

runekn
Posts: 32
Joined: Sun, 21. Mar 21, 19:24
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Re: [MOD] Reactive Docking

Post by runekn » Sun, 18. Apr 21, 11:27

v1.3

For this one I have disabled the reactive docking option if the leader ship has no captain atm. Since I save the custom logic to the ship's captain, it would generate error logs if there were none.

If your option for some reason is still disabled while the ship has a captain, try just closing and reopening the menu. Otherwise hit me with a bug report.

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
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Re: [MOD] Reactive Docking

Post by MiFoludek » Sun, 18. Apr 21, 17:36

Hello,

Did not try this mod yet but it sholud make mys destroyers behave like carriers?

Right?

runekn
Posts: 32
Joined: Sun, 21. Mar 21, 19:24
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Re: [MOD] Reactive Docking

Post by runekn » Sun, 18. Apr 21, 17:57

MiFoludek wrote:
Sun, 18. Apr 21, 17:36
Hello,

Did not try this mod yet but it sholud make mys destroyers behave like carriers?

Right?
More correct to say it will make subordinates of destroyers behave as if they are carrier based. The mod doesn't change the behavior of the leader ships, only the subordinates.

MiFoludek
Posts: 64
Joined: Wed, 18. May 11, 21:06
x3tc

Re: [MOD] Reactive Docking

Post by MiFoludek » Sun, 18. Apr 21, 23:12

runekn wrote:
Sun, 18. Apr 21, 17:57
MiFoludek wrote:
Sun, 18. Apr 21, 17:36
Hello,

Did not try this mod yet but it sholud make mys destroyers behave like carriers?

Right?
More correct to say it will make subordinates of destroyers behave as if they are carrier based. The mod doesn't change the behavior of the leader ships, only the subordinates.
That is exactly what I am looking for.
Downloading now
Thank you :)

runekn
Posts: 32
Joined: Sun, 21. Mar 21, 19:24
x4

Re: [MOD] Reactive Docking

Post by runekn » Mon, 14. Mar 22, 20:17

v1.4
  • Can now work without Kuertee's UI Extensions. But it might break compatibility with other mods.
  • Added Japanese translation by ArkBlade2015

runekn
Posts: 32
Joined: Sun, 21. Mar 21, 19:24
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Re: [MOD] Reactive Docking

Post by runekn » Thu, 14. Apr 22, 14:26

v2.0
  • Launched option for carrier groups now behave as non-carriers
  • Added Reactive option to carrier groups

runekn
Posts: 32
Joined: Sun, 21. Mar 21, 19:24
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Re: [MOD] Reactive Docking

Post by runekn » Sat, 29. Apr 23, 15:15

v2.1
  • Fixed compatibility with 6.0 when not using Kuertee's's UI Extension and HUD mod

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