X4: Foundations

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kuertee

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kuertee

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About this mod

Creates waypoints that you and your wingmen can follow to deploy equipment and weapons.

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Waypoint fields for deployments
https://www.nexusmods.com/x4foundations/mods/585
by kuertee

Updates
v6.0.0021, 18 Apr 2023:
-Tweak: Allow creation of Waypoint Fields without a ship begin selected or with the player's ship selected. Previously, it required a non-player-controlled ship to be selected.

v6.0.002, 13 Apr 2023:
-Bug-fix: When deploying with one ship, the ship was acquiring the Protect Position order - interrupting the ship's deployment orders.

Mod effects
Creates waypoints that you and your wingmen can follow to deployment equipment and weapons.

Requirements
-SirNukes Mod Support APIs mod (https://www.nexusmods.com/x4foundations/mods/503)
-Kuertee's UI Extensions mod (https://www.nexusmods.com/x4foundations/mods/552)

Recommended companion mods
Here are all my quality-of-life mods. All these mods' missions are listed in the Guidance Missions tab. Use my mod, UI extensions (https://www.nexusmods.com/x4foundations/mods/552), to enable the Set Active and Set Inactive buttons in Guidance Missions. Otherwise, you won't be able to switch between them manually.
-Loot mining (https://www.nexusmods.com/x4foundations/mods/511): During a player mining session, manually targeting loot activates the targeting AI to target all others of the same loot. After the destruction of a targeted mineable asteroid, the nearest mineable asteroid with the same loot is auto-targeted.
-Ship scanner (https://www.nexusmods.com/x4foundations/mods/591): The Ship Scanner is a targeting AI that continually targets unscanned ships after the completion of a ship scan until all ships in your vicinity are scanned.
-Signal leak hunter - increasing range (https://www.nexusmods.com/x4foundations/mods/498): Scans for and targets signal leaks and/or repair panels within an ever-increasing range.
-Station scanner (https://www.nexusmods.com/x4foundations/mods/496): When using the spaceship scanner, modules that need the spacesuit scanner are targeted. When using the spacesuit scanner, the closest module with an incomplete scan is targeted. Follow this trail of targets to scan the station.
-Surface element targeting (https://www.nexusmods.com/x4foundations/mods/710): Auto-targets the next surface element after destruction of the last. Find All surface elements of the same type.
-Waypoint field for deployments (https://www.nexusmods.com/x4foundations/mods/585): Creates waypoints that you and your wingmen can follow to deployment equipment and weapons.

How it works
Waypoint fields are created by one of the two methods below.

Mission activation
1. When a mission to deploy equipment (satellites, navigation beacons) or weapons (laser towers, mine) is activated from the base game's rml_achievecoverage.xml, rml_deployinplace.xml or rml_find_resources.xml missions, the Waypoint Field mission is created. Because missions to find resources with probes don't have specific target locations, they require manual placement of Waypoint Fields. See the "Manual creation" section below for manual placements of the Waypoint Field.
2. The Waypoint Field mission will guide you and your wingmen who have the necessary equipment/weapons to each point in the field. Your wingmen will deploy the necessary equipment/weapon at each point. The density of the waypoints and the size of the field are automatically set according to the equipment's (or the weapon's) functional range and according to the requirements of the mission.
3. When the primary mission is completed, because the required coverage is filled, for example, the Waypoint Field mission will also end. Your wingmen will retrieve any deployments that were not taken over by the primary mission.
4. You are free to deactivate the Waypoint Field mission, but it will re-activate when the primary mission is activated.

Manual creation
1. Create Waypoint Fields by right-clicking on the map.
2. Configure the field in the Waypoint Field mission menu. Choose the equipment/weapon to deploy, and the shape of the field (cube or sphere).
3. You can only have one Waypoint Field at a time.
4. Either order a ship to "Create Waypoint Field" with the right-click menu.
5. Or assign a new ship with the "Assign A Ship" button in the Waypoint Field mission menu.

Ship and fleet behaviours
The ship you ordered to perform the deployment will follow the Waypoint Field and deploy the necessary equipment or weapon.

But if the ship has subordinates assigned as "Followers", they will perform the deployments and the rest of the ship will defend them.
Otherwise, the whole fleet will perform the deployment.

When required, the ships will restock their supplies by 10 at a time.

Install
-Unzip to 'X4 Foundations/extensions/kuertee_waypoint_fields_for_deployments/'.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/kuertee_waypoint_fields_for_deployments/' and not in 'X4 Foundations/extensions/kuertee_waypoint_fields_for_deployments/kuertee_waypoint_fields_for_deployments/'.

Update from previous versions
Do a clean-save of the previous version before installing this.

To perform a clean-save:
1. Delete the previous version from the file system.
2. Load a game. Save the game. This is the clean-save file. It doesn't contain the previous version.
3. Install the new version.
4. Load and play from the clean-save file.

Uninstall
-Delete the mod folder.

Troubleshooting
(1) Do not change the file structure of the mod. If you do, you'll need to troubleshoot problems you encounter yourself.
(2) Allow the game to log events to a text file by adding "-debug all -logfile debug.log" to its launch parameters.
(3) Enable the mod-specific Debug Log in the mod's Extension Options.
(4) Play for long enough for the mod to log its events.
(5) Send me (at [email protected]) the log found in My Documents\Egosoft\X4\(your player-specific number)\debug.log.

Credits
Mod by kuertee.
Chinese localisation by Tiomer.
German localisation by EagleFour.

History
v6.0.0004, 18 Feb 2023:
-Bug-fix: Corrected fleet leader orders when deploying (if they don't have have subordinates in the Follow group) or when protecting the deploy location.
-Note: This version should work with 5.x base game.

v5.1.03141, 07 Dec 2022:
-Tweak: the Protect Position/Ship will not override any orders of the fleet leader. It's followers will still perform their deployment orders, however. E.g. you can have the fleet leader do something else while its followers perform the deployments.

v5.1.0314, 06 Dec 2022:
-New feature: New behaviours: The ship you ordered to perform the deployment will follow the Waypoint Field and deploy the necessary equipment or weapon. But if the ship has subordinates assigned as "Followers", they will perform the deployments and the rest of the ship will defend them. Otherwise, the whole fleet will perform the deployment.
-Tweak: The manually-created Waypoint Field will now close when complete. Previously, I prevented it from closing to allow the player to use the "Abort and Retrieve" function. But the "Retrieve Deployables In Range" order has been available for several versions now.

v5.1.0305, 15 Sep 2022:
-Bug-fix: Finding stations for resupply that obey the ship's activity and travel blacklist rules. In previous versions, the resupply simply fails causing the ship to loop between finding the same station and failing to travel to it immediately.
-Bug-fix: Finding stations with resources to build the deployable. In previous versions, stations that can supply the deployable but don't have the necessary resources were used.

v5.1.0301, 17 Jul 2022:
-Bug-fix: Collect deployables in range no available space loop bug.
-Tweak: The "Collect deployables in range" order doesn't get removed immediately, allowing you to increase its range.

v5.1.0009, 23 May 2022:
-Tweak: Better collect deployables in range.

v4.2.0809, 9 Mar 2022:
-Bug-fix: Infinite loop resulting in a hang in Collect Deployables In Range order when there are deployables to be collected but no ship (e.g. no more room) is able to collect them.

v4.2.0808, 2 Mar 2022:
-Bug-fix: Collect deployments in range was broken by the last update.
-Tweak: Deployables with the "maxweaponrange" property will use that instead of "maxradarrange".
-Tweak: Better size selections of the field in the UI.
-Bug-fix: Small spheres are now not discs.
-Bug-fix: Sizes were incorrectly double your chosen size.
-Bug-fix: Attach waypoint fields to objects. Previous versions would drop the field to the ecliptic plane when you try to attach it to an object (e.g. station).

v4.2.0807, 17 Feb 2022:
-Tweak: Allow for L-sized and XL-sized ships to receive the mod's deploy orders. I didn't know that smaller ships couldn't take laser towers mark 2. Previous versions limited deployments to S-sized and M-sized ships.
-Tweak: Correct resource probes scanning range. Because their scanning range was unknown until v5.0 beta of the base game, their range was an estimation in previous versions.

v4.2.0804, 2 Feb 2022:
-Bug-fix: Support for the impounding ship feature of the mod, Crime has Consequence. The previous version would cause the game to freeze unrecoverably when there is an active Waypoint Field mission and the player ship is impounded.

v4.2.05, 24 Dec 2021:
-New feature: Packed density: range x 2 but with no gaps. This is only available on Waypoint Fields that are not attached to missions.

v4.2.04, 22 Dec 2021:
-New feature: Resource Probes' optimal density is now set at 50km. From their "mouseover rings", it looks like their range is 100km. From testing, spacing them at 50km generate the best results. I.e. They start to return different values at 50km.
-New feature: Cluster Mines are available - if you have the DLC installed. I think they came with the Cradle Of Humanity DLC.
-New feature: Distance tool: The Interact Menu (i.e. right-click) shows the distance from the selected object or from the last left-click on the holo-map. This requires v4.2.03 of UI Extensions.

v4.1.0, 06 Nov 2021:
-Bug fix: Minimised (i.e. removed, but it may still happen) the double-up of deployments on one waypoint.
-Tweak: Resource probe sizes and densities based on the 4.1 resource probe range UI. Note that I think no one really knows for sure the range of resource probes. As from one of my forum posts, this is what the range is as I understand it: "when deployed, the radius around a resource probe when you mouse-over one looks to be about 40km - the typical comm range. but the docs state that "currentyield" value is '... The current yield detected by the resource probe (volume is a cube of space with a side length of 32km) ...'. which means that the range (or radius) is 16km. but in the encyclopedia, its range is 3km." Here is a discussino about the range: https://forum.egosoft.com/viewtopic.php?f=146&t=442026&p=5079853&hilit=kuertee+probes#p5079851

v2.0.7, 25 Jul 2021:
-New option: Auto-restock. Enabled by default. Disable it in the mod's Extension Options.

v2.0.6, 29 May 2021:
-Tweak: Missions, apart from find resources missions, no longer need to be active to create Waypoint Field missions.

v2.0.5, 25 Apr 2021:
-Bug-fix: Restocking was taking ships to the furthest station with available stock rather than to the nearest station.

v2.0.4, 22 Apr 2021:
-Bug-fix: NPC pilots with no wingmen and no free space to collect deployables were not removing their order, causing them to idle indefinitely.

v2.0.3, 19 Apr 2021:
-Bug-fix: NPC pilots will not restock their deployables if you don't have enough money to pay for them.
-Tweak: Sometimes the Create Waypoint Field button is not avaiable after the mission is activated UNTIL you close then re-open the menu. This version fixes that.

v2.0.2, 18 Apr 2021:
-New feature: NPC pilots in deploy missions now restock their deployables.
-Tweak: In the mission UI ... you now need to have the mission Active before the Create Waypoint Field button is available.
-Tweak: The Waypoint Field mission now doesn't get create automatically when you accept/receive a deployment mission.

v2.0.1, 5 Apr 2021:
-New feature: Configurable size multiplier in the Extensions Options.
-Tweak: Player NPC ships now deploy normal mines by default. Previously, they wouldn't get away fast enough or they would trigger the mines. In this version, the mines deployed are deactivated and only activated after the waypoint field mission is complete.
-Bug-fix: Deploying laser towers or mines for a mission was sometimes getting ignored - preventing the current waypoint from completing.
-Bug-fix: The ship leader (or the ship, in the case that the ship has no wingmen) of the Collect Deployables order were sometimes not collecting deployables because it was busy searching for deployables to give its wings the order to collect. In the case of the ship not having wings, the deployables would not be collected. Fixed in this version.
-Bug-fix: Previously, if the previously deployed object is destroyed (e.g. a mine exploding), the waypoint field would never complete because the destruction caused a miscount.

v2.0.0, 11 Mar 2021:
-New feature: updated for v4.0.0 beta 11 of the base game.
-Tweaks: Cleaned-up unnecessary localisation files. Rewrote content.xml manifest file.
-New feature: The shape, size and density of each deployable type is saved then restored on next use.
-New feature: AI order: Collect Deployables In Range. You can now order any of your ships to collect any deployable within a given area.
-Tweak: Compatibility with my other mod, "Accept mission for later". Accepting a deployment mission will not override your current active mission.

v1.2.8, 28 Dec 2020:
-Tweak: Create Waypoint Field is now a ship order also. Right-click on the map, while a ship is selected, will order the ship to deploy.
-Tweak: "Allow Deployments" and "Pause Deployments" are now only AI-controls. The mission now leads you to each waypoint even if deployments are paused. Previously, deployments had to be allowed for the mission to lead you to each waypoint.

v1.2.7, 22 Dec 2020:
-Tweak: Transfering the mission to a ship doesn't transfer it to their fleet's top-most commander anymore. The mission is transfered only to that ship and its wingmen.
-Tweak: Preview beacons are now based on whether their position is explored or not instead of their distance from the sector's core.
-Tweak: Manually-created Waypoint Fields do not terminate when all deployments are complete. This allows you to send an "Abort and retrieve" order.
-Tweak: Mission objective notification now follow more closely the notifications from any attached X4 mission.
-Tweak: German language file provided by EagleFour.
-Bug-fix: Another bug-fix attempt for the reassignment of player-ignored waypoints bug - that I can't seem to fix.

v1.2.6, 18 Dec 2020:
-Tweak: Mission pings lessened. It will only ping if your waypoint changes, one of your wingmen deploys at a waypoint changing its status, or the waypoint deployable, shape, density changes.
-Bug-fix: Switching deployables now reverts to its default size and density setting - rather than acquiring the previous settings - which may not have an option in the panel for the new deployable.
-Bug-fix: Player-ignored waypoint was not getting reassigned to AI pilot.

v1.2.5, 17 Dec 2020:
-Bug-fix: Guidance Mission bugs: "Set to active", "Set to inactive" buttons are now available. And the "Transfer mission to ..." button now work. The required UI Extensions file, kuertee_menu_map.lua, wasn't getting loaded. It worked in my environment because I have other mods that loaded that file.
-Bug-fix: Prevent crash on retrieval of deployables by the AI.
-New feature: Resource probes have larger size options (25km, 50km, 100km, 150km, 200km) and new density options (Inadequate x5, Flawed x10).
-Bug-fix: Aborting or "Aborting and retrieving" the Waypoint Field mission now activates its attached X4 mission, if one is attached.

v1.2.4, 15 Dec 2020:
-New feature / bug-fix: "Transfer mission to ..." allows you to select the fleet that will perform the deployments. This ALSO fixes the bug that stuck the task to the one fleet - requiring you to destroy or sell the fleet leader to reset new Waypoint Field tasks to your current ship. You need the updated UI Extensions mod for this.

v1.2.3, PM, 13 Dec 2020:
-Bug-fix: Incorrect calculation of sphere layouts for target coverages that are smaller than the optimal deployment density that was introduced in the previous bug-fix. It produced a weird cylindrical shape. This version fixes this bug properly.

v1.2.2, 13 Dec 2020:
-Bug-fix: Incorrect calculation of sphere layouts for target coverages that are smaller than the optimal deployment density. E.g. Achieve satellite coverage missions of 36km radius.
-Bug-fix: The original mission group wasn't getting re-activated after the completion of one of its missions.

v1.2.1, 8 Dec 2020:
-New feature: Wall, rectangular plane, and disc layouts.
-Tweak: Better cube and sphere layouts.
-Tweak: Manually-created Waypoint Fields will acquire the settings of the previous manually-created Waypoint Field.
-New feature: The mod's mission is now listed in the Guidance Missions tab, keeping your Plot Missions free of the helper missions created by my various mods. I recommend the use of my Ui Extensions mod (https://www.nexusmods.com/x4foundations/mods/552). Without this mod, you won't be able to switch between the missions listed in the Guidance tab.
-Tweak: Better mission and objective descriptions to follow my other helper mods of Loot mining, Ship scanner, Signal leak hunter - increasing range, and Station scanner.
-Tweak: Previously, the preview beacons may render outside the sector's known space - increasing the sector's known space. In this version, the preview beacons will render only if they are within the sector's known space.
-Bug-fix: Spacewalking stopped your wingmen from deployments. This occurred because internally in the game, spacesuits are considered as ships. The mission (the Waypoint Field controller for your guidance and wingmen orders) is still limited to one ship, however. Changing ships will interrupt the previous ship's wingmen orders. But the new ship's wingmen will continue with the task. I recommend not changing ships. Doing anything else (dock, disembark, guard, fly to another sector, etc.) will not interrupt the Waypoint Field mission.

v1.2.0, 1 Dec 2020:
-New feature: Size and density controls are enabled. They were disabled in previous versions (as shown in the code, if you look at it). I wanted to familiarise myself with the mod by actually playing with it, rather than only play-testing it, to identify the actual controls required. (Also, I knew that my previous cube/sphere layouts weren't the best. I wanted to tweak them before enabling these controls.)
-Tweak: The Waypoint Field mission only attaches to activated deployment missions. Previously, it tries to attach to the last deployment mission even if that mission wasn't active.
-Tweak: The Waypoint Field mission is auto-created only the first time the original deployment mission is activated. If you abort the Waypoint Field mission, it needs to be re-created via the original deployment mission.
-Bug-fix: Previously crashes at two points: creation of waypoint positions and at AIs retrieving deployments.
-Bug-fix: Previously, the mission update notification was incorrectly reporting the number of deployments against the total.
-Tweak: Better reassignment to an AI pilot of the player-ignored waypoint.
-Tweak: Better handling of mission abortion/completion.
-Tweak: Better handling of manually creating waypoints on the map. Previously, it auto-created a Guidance Mission (which was removed immediately when the Waypoint Field mission was activated). In this version, it doesn't need a Guidance Mission.

v1.1.0, 22 Nov 2020:
-New feature: Create a Waypoint Field directly with a right-mouse click on the map.
-New feature: The Waypoint Field panel now lists its attached mission. "Show original mission" and "Show Waypoint Field mission" toggles between the two mission panels.
-New feature: The Waypoint Field mission (e.g. mission target, progress, etc.) is now attached to your last controlled ship. Previously, it would only work if you were in direct control of the ship. In this version, you're allowed to exit the ship to do other things.
-Tweak: Wingmen defaults to deploying Fried-Foe mines when performing mining missions. Manually order them to deploy other mines. Their AI is not very good at avoiding mines they deploy.
-Tweak: Better distribution of retrieved deployments. Previously, the first wingman would retrieve as much as they can, while the others would retrieve what remaining few.
-Tweak: Missions created from the base game's rml_achievecoverage.xml, rml_deployinplace.xml and rml_find_resources.xml files now create Waypoint Field missions. These underlying files are the base missions for the gm_* files previously used.
-Tweak: Increased horizontal interval of resource probe waypoints.
-Bug-fix: Completion of a waypoint previously failed for deployments that do not set their ownership immediately after deployment - causing wingmen to deploy multiple times on the one waypoint. E.g. laser towers.
-Bug-fix: For manually created Waypoint Fields that are attached to missions, wingmen deployment would stop after the first if the sector they are deploying is different from the sector of the mission.
-Bug-fix: Re-assignment of waypoint ignored by the player.
-Bug-fix: Previously fails when the target coverage from the missions was too small for the waypoint interval set in my mod. In this version, the area determines the intervals.

v1.0.0, 15 Nov 2020: Initial release.