[SCRIPT] Weapons Changer v2.50 [Updated 15/07/07]
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No but there already is a script that does that.
Allows you to save several turret software configurations.
Allows you to save several turret software configurations.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Nice work Bunny, I'm really liking this script.
Erm there is just one thing though. The pictures of the weapons (where you'd normally change weapons) aren't changing when I cycle through weapons, they're showing the last weapons installed when i set the script up, in this case PSGs. Is there anything you can do about this (or have I messed up somehow)? EDIT never mind the piccy changes if I swap turrets using that little arrow thingy instead of F1
Thx ScorpiusX
Ps Bunny thankyou also for the remove rocks script, thats made playing the game in areas like Ore Belt possible for me now
Erm there is just one thing though. The pictures of the weapons (where you'd normally change weapons) aren't changing when I cycle through weapons, they're showing the last weapons installed when i set the script up, in this case PSGs. Is there anything you can do about this (or have I messed up somehow)? EDIT never mind the piccy changes if I swap turrets using that little arrow thingy instead of F1
Thx ScorpiusX
Ps Bunny thankyou also for the remove rocks script, thats made playing the game in areas like Ore Belt possible for me now
ScorpiusX Corp company motto:
"We don't want to rule the Galaxy"
"We just want to own it!"
"We don't want to rule the Galaxy"
"We just want to own it!"
Yeap, the weapon display update bug is something beyond script control.
Anyway - testing of the upgraded weapons changer is almost complete:
we have
- Improved hotkey programming of weapon configurations (less fiddly)
- Ship name weapon config label no longer gets added multiple times. It is also possible to rename the ship while the weapon changer is operating
- Two causes of script failing to respond identified and fixed (setting 11 was putting hotkey cycling to sleep and also a hotkey would not start the script it had already stopped)
- Automatic IS/OOS swapping would not work if OOS setting D was not programmed (now it is done by default - player has to modify as desired)
- "Clone settings to identical ships" function added and is now being tested. This means you can program the settings on one ship (say a nova) and then transfer this information to all other ships in the sector. This makes a fairly big difference if you have 50 ships to program by hand.
Should be out by this weekend
Cheers
Bunny
[EDIT] Clone feature now working
Anyway - testing of the upgraded weapons changer is almost complete:
we have
- Improved hotkey programming of weapon configurations (less fiddly)
- Ship name weapon config label no longer gets added multiple times. It is also possible to rename the ship while the weapon changer is operating
- Two causes of script failing to respond identified and fixed (setting 11 was putting hotkey cycling to sleep and also a hotkey would not start the script it had already stopped)
- Automatic IS/OOS swapping would not work if OOS setting D was not programmed (now it is done by default - player has to modify as desired)
- "Clone settings to identical ships" function added and is now being tested. This means you can program the settings on one ship (say a nova) and then transfer this information to all other ships in the sector. This makes a fairly big difference if you have 50 ships to program by hand.
Should be out by this weekend
Cheers
Bunny
[EDIT] Clone feature now working
Hello,
First thank you very much Bunny for that script, i love it!
It's a first need into a game like this.
I THINK I NEED SOME HELP about your cloning command feature becose it's not working for me.
Can you defin how it's work?
The first time i lost my configuration for the first ship, the second time no but it does nothing.
Can you define how to use it clearly?
Thank you!
First thank you very much Bunny for that script, i love it!
It's a first need into a game like this.
I THINK I NEED SOME HELP about your cloning command feature becose it's not working for me.
Can you defin how it's work?
I have 2 Sohnen (m7) with the same number of weapon in the same sector and when i tryed to go weapon changer/12 it does nothing.How do setup weapons changer on multiple ships?
If the ships are identical then the clone feature can be used. Program the weapons changer on one of the ships and then run input mode 12 to broadcast this information to all other identical ships in the sector.
The first time i lost my configuration for the first ship, the second time no but it does nothing.
Can you define how to use it clearly?
Thank you!
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- Posts: 63
- Joined: Wed, 15. Mar 06, 22:07
I have been meaning to post this for a while, so I'll let you know my (similar) problem, too.
I have found that with v2.5, the script does not work with turrets. I think (can't quite remember now) I tried using it on an M3 rear turret also, but it did not work. It does work with M3 front turrets, no problem.
However, I got my Split Python finally, and filled it up with the weapons I want, and had the same response as BoomerM6.... nothing.
So in desperation (I really want those flak's working alongside my PPCs) I reverted to v2.01, and the turrets work fine.
Make what you will of this!!!
I have found that with v2.5, the script does not work with turrets. I think (can't quite remember now) I tried using it on an M3 rear turret also, but it did not work. It does work with M3 front turrets, no problem.
However, I got my Split Python finally, and filled it up with the weapons I want, and had the same response as BoomerM6.... nothing.
So in desperation (I really want those flak's working alongside my PPCs) I reverted to v2.01, and the turrets work fine.
Make what you will of this!!!
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- Posts: 63
- Joined: Wed, 15. Mar 06, 22:07
I tried using both.Bunny wrote:Did you program it using hotkey or modes 4,5 & 6?
Gah! I forgot to tell you that. I start the script on the capital ship (m2) and up to about a minute later, the log tells me it has stopped. So I get a message saying it has started, and then that it has stopped.Bunny wrote:BTW - check the log to see what messages it is sending.
Re. the turrets of m3's, I'll check whether or not that works and get back to you.