Hi sjcgill
sjcgill wrote:Anyone know if this is compatible with Fight Command Software MK3 by X-Freak Cartman [KBG]?
Would love to have levelling named pilots who don't fly like tarts as wingmen
Should be. In the moment I am looking into these scripts.
From what I see, only the script '!plugin.acp.fight.skill.std.pck' changes the skill and so the attack values.
So lets see:
1st:
!plugin.acp.fight.skill.std.pck is used for calculating the fight skills. Nemeo described the EGO problem about the 7 possibilities in an earlier post. Also there is a error/change in nemeos script:
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002 $Fightskill = [THIS] -> get tactical
I doubt this is working correctly. This 'get tactical' is not in the X3 script engine. I changed it to:
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002 $Fightskill = [THIS] -> get pilot fightskill
003 $This.name = [THIS] -> get name
004 $This.pilotname = [THIS] -> get pilot name
005 write to player logbook: printf: fmt='DEBUG - Show Fightskills: Name %s, Pilotname %s - Skill %s', $This.name, $This.pilotname, $Fightskill, null, null
Line 003: Now this is the original from EGO. The next lines I scripted for Debug Infos. Also, you CANNOT script this script inside the editor. You have to extract it, rename it. Also rename the 'name' of the script inside the script itself. Now it can be changed from the scripteditor inside X3. Little tricky I know.
Also, this script changes/sets ONLY the attacker values, not the ship itself!
See e.g.:
Well, the skill increase after a kill itself is done in nem.ai.and.bounty. But as above, here also:
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135 $nemlevelingship -> set tactical to $nemupdatedlevel
This function is not inside EGOs script editor. I changed it to
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135 $nemlevelingship -> set pilot fightskill to $nemupdatedlevel
(There seems an french article about this 'set/get tactical' topic also:
http://forum.egosoft.com/viewtopic.php? ... 2ff5344b61)
2nd:
Scripts: setup.nem.ai.and.bounty.pck, nem.ship.signal.killed.pck and nem.ai.and.bounty.pck are used for renaming and the bounty. This files are new. The setup sets a task, after
key=SIGNAL_KILLED to rename and calculate the bounty.
3rd:
plugin.patrol.bas.salary - nemeo set the patroll fees to zero. Nothing more.
plugin.patrol.bas.cmd.select - DO NOT USE!! Bonuspack replaced it.
setup.plugin.patrol.bas.xml - DO NOT USE!! Bonuspack replaced it.
So, I am testing only with the scripts from point 1 & 2. After I changed the script as said in 1. Means, only this 4 scripts
Hope this helps a little bit out. Still, I am not convinced about !plugin.acp.fight.skill.std.pck. While I not know when and what for it is triggered.
Also, you should be aware, that this scripts may not work correctly for the XTension Mod (and partly for X3 2.0.0.2 as well). This, while not all shipclasse's are coded. So, some may not trigger a bounty, xp or else.
regards