4.1 beta mod issue with missile/AOE weapon damage - DEVs please help

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

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

Post Reply
User avatar
Shuulo
Posts: 1629
Joined: Mon, 14. Apr 08, 17:03
x4

4.1 beta mod issue with missile/AOE weapon damage - DEVs please help

Post by Shuulo » Mon, 2. Aug 21, 00:57

Hi, I encountered a problem that I cannon find a solution to.
All modded-in weapons that deal damage via area damage part their effect in effects.xml (mostly missiles) deal huge amount of damage, way different from what stated in their stats.

This is VANIALLA missile code:

Code: Select all

<macros>
  <macro name="missile_guided_heavy_mk1_macro" class="missile">
    <component ref="missile_guided_heavy_mk1" />
    <properties>
      <identification name="{20105,6054}" basename="{20105,6051}" description="{20105,6052}" />
      <ammunition value="1" />
      <missile amount="1" barrelamount="1" lifetime="43.2" range="6000" guided="1" icon="hud_ms_guided_heavy_mk1" retarget="0" tags="guided" />
      <explosiondamage value="3520" />
      <reload time="6" />
      <hull max="3" />
      <effects>
        <explosion ref="missile_explosion_heavy_01" />
        <launch ref="missile_guided_muzzle" />
      </effects>
      <lock time="3" range="5500" angle="12.5" />
      <weapon system="missile_guided" />
      <countermeasure resilience="0.87" />
      <physics mass="1.514">
        <inertia pitch="1.807" yaw="1.807" roll="1.807" />
        <drag forward="0.303" reverse="1.211" horizontal="2.173" vertical="2.173" pitch="0.857" yaw="0.857" roll="0.857" />
      </physics>
    </properties>
    <connections>
      <connection ref="con_engine01">
        <macro ref="engine_missile_guided_mk1_macro" connection="ship" />
      </connection>
    </connections>
  </macro>
</macros>
And this is modded-in missile. It is basically the copy of the vanilla missile above, the only different thing is macro name, identification, damage value and compatibility tag. It even uses vanilla explosion effects.

Code: Select all

<macros>
  <macro name="missile_concussion_light_macro" class="missile">
    <component ref="missile_guided_heavy_mk1" />
    <properties>
      <identification name="{999840, 400110}" basename="{999840, 400120}" description="{999840, 400130}" />
      <ammunition value="1" />
      <missile amount="1" barrelamount="1" lifetime="43.2" range="6000" guided="1" icon="hud_ms_guided_heavy_mk1" retarget="0" tags="concl" />
      <explosiondamage value="4000" hull="1500" />
      <reload time="6" />
      <hull max="3" />
      <effects>
        <explosion ref="missile_explosion_heavy_01" />
        <launch ref="missile_guided_muzzle" />
      </effects>
      <lock time="3" range="5500" angle="12.5" />
      <weapon system="missile_guided" />
      <countermeasure resilience="0.87" />
      <physics mass="1.514">
        <inertia pitch="1.807" yaw="1.807" roll="1.807" />
        <drag forward="0.303" reverse="1.211" horizontal="2.173" vertical="2.173" pitch="0.857" yaw="0.857" roll="0.857" />
      </physics>
    </properties>
    <connections>
      <connection ref="con_engine01">
        <macro ref="engine_missile_guided_mk1_macro" connection="ship" />
      </connection>
    </connections>
  </macro>
</macros>
This happens to modded-in missiles only, all of them for all of my mods.

I tested a lot of things but failed to resolve it, I dont even know what to try now, it just doesnt make sense why this is happening.
It DOES feel similar to issue in early 4.1 beta with ship explosion damage being way to high despite correct values in file.

If anyone can glimpse into this from devs it would be really appreciated, I feel like this issue is not something that can be fixed on mod side.
Last edited by Shuulo on Mon, 2. Aug 21, 03:05, edited 1 time in total.

Post Reply

Return to “X4: Foundations - Scripts and Modding”