Tested with X3TC v3.1 and an MGM4.8-Executor XL ... pumped up to 120 guns per turret...
( NOTE: I just increased the guns per gunpoint in the TShips; I DIN'T add any new gunpoints - neither in TShips nor in .bod - , so I can't say if there might be some limit... )
Needs a bit more testing though, since I have a LOT (80+) of scripts installed, which already conflicted with each other before this...
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FOR MODDERS:
If you wish to use this in your mod, please read the readme - I think the terms should be moderate enough...
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v 0.96 Download
v 0.80 Download
Missile-turrets/-banks SHOULD be supported, though I didn't test that yet.
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IMPORTANT USAGE NOTES:
( OLD - for v0.80 ) - *As stated in the Readme, gun and bank 0 (bank 0 being the main weaponbank) are currently a bit dodgy - you need to press 'enter' (or click with the mouse) AND THEN press 'esc' on your keyboard - 0 seems to be a special returnvalue, so avoiding that is sheduled for the first update...
( OLD - for v0.80 ) - *Also, it currently only works on the ship the player is in, so you'll need to at least shortly hop into ships you want to use it on - sorry...
*Oh, and you both need to activate the scripteditor and assign a hotkey for using this script!
*More info in the respective readme
TODO:
DONE IN 0.96 - *avoid 'return 0'
DONE IN 0.96 - *add ship-selection
DONE IN 0.96 - *add display of used/remaining weapons (in the meantime, just use the cargo-part of your ships' detail-screen to see how many are left)
*add weapon info?
*...
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KNON BUGS:
None explicitly, but as stated above I have a lot of partially conflicting scripts installed - I get a CTD sometimes, wether I use this or not ( UPDATE: Seems Ijust have too much scripts & ships running around in my X-Uni ) ;
and I also had a strange experience recently, when most of the guns of one turret didn' fire for a while, neither automatically nor manually... (but they did so again later on)
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Some Pics:
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Hm, seems I forgot a pic of the menu itself - I'll add that next time, because I have it on my other PC and not so much time yet... (STILL not done, sorry - although there isn't that much to show at the moment anyway - it's a text-menu and hopefully self-explanatory)
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Excerpt from the Readme (since some people don't read that) :
Code: Select all
about:
This script is for outfitting a ships' turrets, just like you normally would via the weapons menu;
only that this script allows for outfitting more than 12 gunslots per turret; the disability of the weapons screen to do so being the only problem with such turrets I so far encountered.
The script was tested with X3TC v3.1 and a weapon-increased Executor XL from MGM v4.8 , and worked fine there.
NOTE: I recently read that there are two different sorts of gunpoints in the games' engine - one of these has no problems with getting its assigned
amount of guns increased, while the other does have problems... luckily, the latter is ( from what I can judge from playing around with MGM )
rather rarely used, except for fighters' main banks...
Installation:
Just extract the zip-file to your X3TC-folder, with subfolder-extraction enabled.
Usage:
If you already have some "set-modified"-file, you should now only need to assign a hotkey, and when you press it, you get to the galaxy-map to choose the ship you want to outfit.
If not, you'll likely have to activate the script-editor.
Note that turret #1 equals your ships' main weapons bank.
For missile turrets, there's currently no reason to use this script, since they can't be assigned different missile-types in the games' engine.
I'd guess an extra "set-modified"-file shouldn't be necesary, since most people who want to use this likely will already have several ones from other scripts/mods...
Known bugs & quirks:
* implemented missile-slots as if they could separate ones could have different missiletypes assigned in the games' engine natively...
-> will have to implement a script which allows this
* clearing a gun or turret still requires to try to outfit it and then press the ESC-key (the normal one on your keyboard, not a hotkey) while in the weaponselection-part of the script
[SOLVED]* currently only the playership can be outfitted (since I didn't implement a ship-selection dialogue yet), so you need to switch into the ship you wish to equip
( alternatively, comment out the playership-part and use it via the script-editor, like I did initially - the SE has it's own ship-selection dialogue, which initially made me miss this point entirely... )
[SOLVED]* turret or slot 0 require to press enter AND then Esc , because 0 seems to be a special returnvalue
[SOLVED]* the guns + turrets are currently listed from highest to lowest
[SOLVED]* so far no test or display of how many weapons of a type are already used (also didn't test what happens if all are already used, but I'd guess either nothing happens, or one is removed somewhere else)
( until this is changed, you can look into the cargo section of the ship details window for how many are already used )
[SOLVED]* didn't have an automatical init-script
Todo:
* use lib.scrat.expand
* add commandslot for playerships
* allow to choose subsets (e.g. gun #5-9) for outfitting
* use a t-file for ingame-text
* add a script for missileturrets to use different types of missiles
* evtl. add saving & loading of outfitting schemes
* evtl. add weapons-info displaying
[semi]* test missile-turrets
[DONE]* add a separate init-script for this
[DONE]* add ship-selection
[DONE]* fix slot-0 issue
[DONE]* re-invert ordering
[DONE]* add "change-all"-option
[DONE]* take into consideration how many weapons of each type are already used or left over (ok, for the moment I actually implemented the latter)
[DONE]* add a german readme
Thanks to:
* Egosoft, for great (if sometimes somewhat unfinished) games and ofcourse for the Script Editor
* TGG for MGM, which actually forced me to implement this (had the idea earlier already, but no actual reason to realize it) , and allows me to fly most of my favourite ships [ still missing Nephilim & Kadeshi there, but that's complaining on a high level... oh, and of course I also miss the Morningstar from WC2 - nothing like using a Mace in close combat ;oD [don't do this at home, as the saying goes...] ]
* the X modding community ( not enough place/time to list all reasons here ;-) )
* all who tried to help me fix my X3R-issues with my old PC (which also affected X2, although a bit less) - sadly it didn't help much, and I had to do without X until I got a new PC :-/ ...