New Mod Released: Upgradeable Wingmen

Post about your finished mods here.
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FAD
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Bobby and I have extensively improved upon his "rama and mule upgrade" mod in order to bring you...
The ultimate in wingman mods- Upgradeable Wingmen is the answer to anyone who loves having wingmen around.
A little presumptuous in calling this mod the "ultimate wingman mod," you might say? Well, read on and see for yourself if it's true to those words or not!

Features:

Wingman ships: Each ship is set to standard, allowing the player to upgrade them as you progress through the game. This is done via...

Dockscreens: All wingmen (Volkov, Jenna and Rama) including the 330M mule auton have "service" dockscreens.
You can replace armor, use barrels on armor, remove and install devices. Also included are "Loot" and "Jettison" dockscreens to make the services possible.
The 330M mule auton also has a "Rename" feature that enables you to give it a new name-as often as you please. This will come in handy for those of you who use more than one mule to store your loot! You can also restore its original name as well if you like!

"Smart" Logic's:

Your wingmen now have the ability to retreat in a more defined manner. They'll try to "jink" during a retreat to help dodge and avoid incoming fire!
If you install a superconducting shield on your wingmen, they'll be able to recharge it when necessary-providing you supply them with superconducting coils.
There are other great logic's for you to discover as well.

Communications Commands (key C):

Status Report: Use this command to check the status of your wingmans armor, shields, ammo types and amount as well as any installed devices that may have been damaged!

Assess Situation: This command utilizes the "smart" logic's listed above as well as a few others not mentioned. This command should be initialized immediately after jumping to each system in order for your wingmen to use all of its features.

Dock with target: You can order your wingman to dock at a targeted (friendly and populated) station. Quite a handy command to use if you order them to dock at certain stations. We'll leave that up to you to figure out what that means.

Switch Weapon: Supply your wingmen with several different weapon types in their hold and this command, when used, will allow them to automatically switch to another weapon! They'll even tell you what weapon they have switched to!

Autoswitch Weapons Logic: This command is somewhat similar to Switch Weapon, but with a major difference. We'll let you discover what that may be.

Jumpdrive Logic: Tired of having to wait for your wingman to catch up to you whenever you use your jumpdrive? Problem solved! Install a jumpdrive on your wingmen and they'll jump to your location!

Escort Target: A nice option to have if ever you get an escort mission; simply order your wingman to escort the target while you fend off attackers!

Guard Target: Somewhat similar to Escort Target, only this command allows your wingman to guard stations-wingman will be more vigilant as well. Also very handy if you order your wingman to guard your mule!

Cancel Orders: form up: Self explanatory; Recall your wingmen back to formation no matter what previous order you had given them.

Hold Position: That's right, folks! Now you can order your wingman to stop where they are until you order them otherwise! This is perhaps the most important command to use when needing to service your wingman. Many a prayer have been answered here.
Note: Always use "Cancel Orders: form up" to bring your wingman back after using "Hold Position". More details about this is explained in the included readme file.

Drift here: ( 330M mule auton only) Having problems getting your mule positioned where you want it? Try this command on for size!

As previously mentioned, there are more great features for you to discover as well.

Still not convinced that this is the ultimate in wingman mods? We're still working on a couple of "bonus" features that will be included once all the tests are complete. In the meantime...

Grab your copy of UpgradeableWingmen here

Be sure to read the readme file as it has a lot of important information about this mod.

Enjoy!
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Periculi
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Sounds like a great improvement. :) Maybe I will enjoy using wingmen more with this.
Apemant
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FAD wrote:Bobby and I have extensively improved upon his "rama and mule upgrade" mod in order to bring you...
Haven't got time to test this yet but it sounds awesome. Always wanted more wingmen support, esp. that 'hold position' thing, instead of having Rama shredded to pieces by a large fleet of Ares... esp. since his shields can't really measure up to the kind of firepower enemies have as you approach Heretic. And the ability to upgrade his ship as well... great stuff... can't wait to see it in an actual game. :D
schilcote
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I was trying to get autons to escort other ships, I wonder how you did it... I just got a new terminal, so I need to transfer all my stuff from the old HD to the new one.
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
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Aury
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And no eternal docking bug? :D (where the wingman moves away while you try to dock w/ it)

Mind if I extend this to other autons in transx2?
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Bobby
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hold position:
<Message name="Hold Position" key="H">
<OnShow>
(not (objCommunicate gSource gSender 15))
</OnShow>
<Code>
(block Nil
(shpSetController gSource "auton")
(shpOrderEscort gSource gPlayerShip)
(objCommunicate gSource gSender 14)
(objSendMessage gPlayerShip gSource "Acknowledged, holding position")
)
</Code>
</Message>


and to undo:
(shpCancelOrders gSource)
(shpSetController gSource "fleet")
(shpOrderEscort gSource gPlayerShip (random 1 4))

(random so they don't stack when multiple are used)

did anyone see this? it makes all wingmen have the hold position command.(including fleet assigned wingmen) but no upgrade or smarter. it was designed to work with this mod at the same time, but may be a little out of date.
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digdug
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very very cool! :D

I love the new orders!
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Mutos
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Hi all, hi schilcote,


Description seems awesome, I think I'll get very inspired by this mod when I'll come to code AI for my Adventure Mod !
@+

Benoît 'Mutos' ROBIN
Hoshikaze 2250 Project
F50
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impressive. I've gotta take a look at this when I have time.
appleseed
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I am playing with Aeonic's Praetorian class missile ship ,wing men taking order properly but when I tried to install something and dock with wing men it show the player docscreen not the wing men's docscreen and installation dose not work.
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Aury
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it was probably broken by the 1.0RC1/2 updates...
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
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Bobby
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Yep, 1.0 broke it. I'm making progress on fixing it though.

the dockscreen error is fixed, and the solution is more elegant anyway.

I'l upload the 1.0 compatible version when I figure out what exactly to do with all the "logic"s and the mule.
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Aury
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You should collaborate with alterecco and myself on the better auton command thing, as at the moment, the mods will be incompatible (Since he overrode all the vanilla autons.)
I'm just making auton graphics and providing a suggestion here and there. XD
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Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
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Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
Bobby
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the new version is up here.

@Wolfy- That sounds like a good idea, until then the mule is in a separate xml.

This mod overwrites the 3 wingmen, the mule, and the base class for autons and wingmen. it will work only in 1.0.

making an auton get the new communication messages is as simple as making it inherit from scStdAutonBase(all vanilla autons)

making a ship upgradeable requires:
1) it must have upgrade stats like a playership (maxCargoSpace, maxDevices, maxArmor, etc).
2) it must be dockable and have its dockscreen= "&dsWingman;"

making it a wingman (communication messages, using jumpdrives, switching weapons when fighting luminos, etc) requires:
3) it must inherit from scStdWingmanBase
4) it should have a <StaticData> <Language> with messages text, see Rama, Jenna, or Volkov as an example
appleseed
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It is still not working with wing men and also auto-on looting command is not working.
I got two new command idea mining and looting with wing men.
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