[MOD] Mobile Ship Repairs - v1.6

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Fragile Ego
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Post by Fragile Ego » Tue, 6. Jan 09, 07:17

Thanks Walterses, switching to the 1.7 mod worked. I think the script might have been telling the ship to go fill up on ecells so that's fixed now.

I switched over to a Magnetar and the repair lasers are mounted in its front turrets. That's working just fine for me.

BTW installing the 1.7 mod after having run the 1.5 script did NOT increase the price of the RLs. They're still 64cr and available by the thousands in every trading station in the universe.

Crustacean Soup
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Post by Crustacean Soup » Sat, 10. Jan 09, 21:58

I've had the spk installed since I started my game, but repair lasers are cheap for me as well, for some reason.

Edit: That could have something to do with the spk having not actually installed the mod. Hrm. I'm manually putting it in as a false patch now to see if that fixes it.[/i]

Walterses
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Post by Walterses » Tue, 3. Feb 09, 04:18

lol ok ill sy so again, this is an awsome idea and works great but it still needs some things down.. like the abiltiy to control a wing as in a repair ships comands.. (i have a wing with 3 corvettes serving as my repair wing but there isnt a control/comand in wing.. so i have to go into each ships cc and get them to repair.. takes a long time)

and turret controls/commands lol so instead of 'protect ship' i can set turrets to 'repair friendly' or something :s
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s

StormMagi
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Post by StormMagi » Wed, 11. Feb 09, 11:12

Thjanks been looking for something like this!

Draguun
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Post by Draguun » Sun, 5. Apr 09, 15:48

@Graxster

Perhaps you can design a new Mod for TC:2.x ?
Or can I just transfer the Repairlaser changes you made in "old" TLaser into the 2.0 TLaser, while using the old scripts (V1.7). :?:
Cause I like my repairships.

(Sorry, my english.....)

EDIT: 6.4
I´ve done it on my own now. No change in the TLASER in 2.0a, so just copy and paste. (also fakepatch possible)
***modified*** und............geht auch nicht anders.

MadGizmo
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xr

Post by MadGizmo » Tue, 26. May 09, 21:23

I am going to try this! Looks like it is the solution to repairing my OWPs. ;)

Thanks!

crimson522
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Post by crimson522 » Thu, 4. Jun 09, 12:20

hi, this looks pretty awesome but i kind of a noob when it comes to installing mods and am alittle fearful of messing with a games files.

can anyone tell me in plain english how to install this?

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joelR
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Post by joelR » Thu, 4. Jun 09, 17:20

crimson522 wrote:hi, this looks pretty awesome but i kind of a noob when it comes to installing mods and am alittle fearful of messing with a games files.

can anyone tell me in plain english how to install this?

1. Use the Plugin Manager.

2. Select the 'install new package' option.

3.Find the .spk file you wish to install.

4.Double click the .spk file you downloaded.

5.Done.

crimson522
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Post by crimson522 » Thu, 4. Jun 09, 19:58

ok im not sure i did it the right way. i downloaded the plugin manager and downloaded the script for the easyer repair laser (the one which just adds the RL to stations, no factories or AI). i installed it using the pulgin manager and then it said that i didnt activate the script editor in game. loaded up the game and did the "Thereshallbewings" thing and activated it. didnt find RLs at stations so i exited out of the game and loaded up plug in manager and it still showed that the RL script is not signed. so.....

now what?

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joelR
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Post by joelR » Fri, 5. Jun 09, 00:47

Ok then start from the beginning only rename your pilot to Thereshallbewings then save the game, and then go through the steps I wrote previously.

Why wouldnt you use the mod that adds the stations?

crimson522
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Post by crimson522 » Fri, 5. Jun 09, 02:44

ok i think i got it. RLs hav started to appear in game and ive even outfitted one of my M6s to be a repair ship. btw i didnt want to add the stations cuz i didnt wana wait to get one and besides im on a very tight budget

Walterses
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Post by Walterses » Sun, 7. Jun 09, 13:56

lol wtill no wing comands? :( i cant do it lol ive tried and failed. can anyone help me build/create the special command for a wing instead of an individual ship?
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache :s

Mojo00
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Post by Mojo00 » Fri, 26. Jun 09, 22:09

nvm
Last edited by Mojo00 on Sun, 28. Jun 09, 01:16, edited 1 time in total.

cmize
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Post by cmize » Fri, 26. Jun 09, 23:24

Mojo00 wrote:This mod conflicts with 2.1 :(
See this thread for a description of the problem.

Draguun
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Post by Draguun » Sat, 27. Jun 09, 23:27

This mod doesnot conflicts with 2.1.

The only thing to do is - change the settings in the new TLaser for the repair laser. Cause the TLaser is the only file in the .cat
Try out the ModManager and make 3 or 4 small changes. It works !
***modified*** und............geht auch nicht anders.

Mojo00
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Post by Mojo00 » Sun, 28. Jun 09, 01:23

Draguun wrote:This mod doesnot conflicts with 2.1.

The only thing to do is - change the settings in the new TLaser for the repair laser. Cause the TLaser is the only file in the .cat
Try out the ModManager and make 3 or 4 small changes. It works !
Thanks, I'll give it a shot..

So I opened the cat file with all the lasers but I have no idea what values im supposed to tweak for the repair laser :?

this is it if im not mistaken

27;299;0.100000;0.100000;0;SG_LASER_SPECIAL;6713;200;960;35;8000;0.010000;ICON_LASER_REPAIR;2;7440;18;1;2;8760;3350;0;0;SS_LASER_REPAIR;

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apricotslice
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Post by apricotslice » Sun, 28. Jun 09, 05:13

Use X3Editor, not notepad !

Draguun
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Post by Draguun » Sun, 28. Jun 09, 11:23

@ Mojo00
Check out this and this. These tools will bring the solution. (Or at least light into the dark :wink: )
Mojo00 wrote:but I have no idea what values im supposed to tweak for the repair laser
U have to compare the entrys of the mod file with the entrys of the latest TLaser which is in the .cat with the highest number. Then write the values form the mod file into the game file. OK ?
***modified*** und............geht auch nicht anders.

Mojo00
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Post by Mojo00 » Sun, 28. Jun 09, 23:12

I think I did everything right and loaded my game to see the lasers working and Crystal fabs L in the shipyard. Thanks! ...now I still have to figure out the wheat-making crystal fabs issue, weeee.

muddy_soap14
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Post by muddy_soap14 » Mon, 24. Aug 09, 23:01

finaley, repair lasers, iv been looking every where for this, im just waiting for the 9 houre make time, nice one :D

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