ns88ns wrote: ↑Sun, 13. Nov 22, 15:48
...Perhaps it will be much better to move all my functionality to another side AI scripts and inject the conditioned call of the new script into the move.generic. It will allow me to get full control inside the new script and will reduce side effects in the patched move.generic....
Yah, do it this way if you can.
...BTW, do you face anywhere documentation, on how the X4 (or previous game, XRebirths) script engine updates scripts that are in the running state (i.e. after applying DIFFs or if a new version)? It seems I don't understand this process correctly. If you would point to a couple of links - it would be perfect... If you have such possibility of course...
Sorry, I don't know of such docs apart from the diff-patch link in the Tools and Tutorials thread in this forum.
(PS: I'm using several of your mods - they are amazing. Thanks for your efforts)
Hey thanks! I managed to play some X4 this weekend - Sat AND Sun! So I have updates to them that I'll release in the next few days.
Re-read your original post just now.
The object (or group) parameter of the event is the listener object.
So, if you want ships that use MoveGeneric to listen to your 'gate_deactivated' signal, you only need: <event_object_signalled object="this.assignedcontrolled" param='gate_deactivated'" />
All ships that use MoveGeneric will listen to that condition.
If you want only a select few ships to listen to that event, you can add more <check_value /> to the <conditions> or test cases in the handler's <actions />.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.