The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.
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- Posts: 43
- Joined: Mon, 1. Dec 08, 10:36
I might decide to add functionality to allow the player to have a different set of weapons profiles for each ship. And perhaps turret support as well... hmm...
I tried your script out of Curiousity... though I couldn't really see the point of it.... Well... Now I can't Live without it!!!! It Rocks.
However... back to your Gradniose Plans... DON'T MAKE BEG!!!
In the Intrim - would it be possible (and/or easier) to add a couple more Hot Keys. I've got repair Lasers on the Third Hot Key, so that works for any ship. However... Getting the ships back to Primary Weapons has left me seriously limited!!!
Screw this... Okay I'm Begging!!!!
*A Wise Man Once Said: A Strong Man Never Gives Up.
*A Strong Man Once Said: A Wise Man Knows when to Move On!
- Posts: 295
- Joined: Mon, 19. Jul 04, 08:58
Can we have an update on your "Grandiose Plans"? Its really interesting
Keep up the good work!
-"Hey, is your date invitation still valid?"
-"Well yes, sure. Why?"
-"I just wanted to refuse again."
- Posts: 1082
- Joined: Mon, 29. Dec 08, 20:26
this script is just what i needed.. no more manual swapping between my EBC's and my repair lasers.
- Posts: 686
- Joined: Sat, 21. Oct 06, 08:09
Last edited by tatakau
on Wed, 12. Jun 19, 11:51, edited 1 time in total.
- Posts: 12
- Joined: Wed, 24. Oct 07, 19:09
Hi, I downloaded your script for my Vidar, but I noticed a problem. It would only switch the first 8 lasers in the main guns. The Vidar has 10 main guns. I did my first bit of scripting, and managed to modify your script to work on it. I think it should also work on any number main guns.
I just changed around 3 lines of code in the assign and swap scripts.
here is the updated version if you want to look at it, or incorporate the code
Thanks for awesome script by the way.
- Winner X3 Sektorquest
- Posts: 2120
- Joined: Thu, 4. May 06, 12:07
Small question; Can I just have one layout for all of my ships?
I've experienced that I cannot change the laser layout on my Hyperion, when I've set a layout for my tiger and viceversa, I cannot change the Tiger's layout when I've set up a layout for my Hyp?
If possible, could you change this?
- Posts: 44
- Joined: Wed, 19. Aug 09, 05:25
I'm interested in using something to change my main guns, but I don't want it to conflict with MARs on the turrets. Will this conflict with Mars?
- Posts: 54
- Joined: Fri, 24. Nov 06, 15:17
I'd like to echo the question of the previous post, does this conflict with MARS turret script. If the answer is yes, would the last version released for main guns only be usable in this case, (I'm really most interested in the main gun setups) and finally just out of curiosity, do you have the four config options available for each weapon set? This sounds just what the doctor ordered, if there are no conflicts I would love to include this script in my game, thank you
- Posts: 982
- Joined: Mon, 7. Nov 05, 20:06
Even if it did change the guns in the turrets, it's a once only hit. MARS would just change the turrets weapons right back to whatever it decided they should be.
- Posts: 31
- Joined: Tue, 9. Mar 04, 11:11
Hi Tatakau, I was wonder: what about a script to switch (to and) from the standard fire mode to a fire-linked one?
Even if it is truly nice to see all my point singularities hit the target simultaneously, it is rather frustrating to see them miss the intended target simultaneously...
(For balancing purpose this mod can be restricted to some weapons, like those with slow fire rate and/or slow shells...)
- Posts: 384
- Joined: Sun, 8. Jan 06, 19:43
Even though this is a nice script I had to switch to Orkas "Switch Turret Laser"
script from X3:Reunion and converted it to X3:TC.
It does support the same 3 config slots, includes guns and turrets but
it can save/load the configurations for all player ships not just one global configuration. As I have seen that you have this on your todo list you might want to take a look at "plugin.orka.save.laser.config.xml". There you can see how Orka used local ship variables to store the information.
- Posts: 68
- Joined: Sat, 22. Apr 06, 10:22
Script only remebers 8 weapon slots ...
I have got 10
- Posts: 1
- Joined: Mon, 5. Mar 12, 16:13
PostPosted: Sun, 12. Feb 12, 19:36 Post subject:
Script only remebers 8 weapon slots ... Sad I have got 10 Smile
I am using a modified Ancient Aurora shes got 16 slots in 4 turrets and 8 slots in 2.
Anyway this script cuts down a lot of swapping so thanks
- Posts: 764
- Joined: Wed, 26. Oct 11, 23:35
This will come in handy for my agamemnon!
SinisterDeath wrote:This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
- Posts: 17
- Joined: Fri, 8. Oct 04, 09:14
DL link's are not working. Seems like the Filefront Link has expired and the private server is offline
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