[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- vampirecosmonaut
- Posts: 329
- Joined: Thu, 17. Aug 06, 21:23
I have an Unkillable Hotkey
I was running Salvage Claim Software Mk. 1 by TECSG for a while now and I decided that I wanted to uninstall. I cannot, for the life of me, figure out how to remove the hotkey this script adds. I managed to remove the ware from the universe, but I cannot get the hotkey gone. Also, the remove hotkey script by graxster, stopped working for me, it just results in a blank screen, I cannot choose hotkeys to remove anymore.
If anyone could help me, I'd really appreciate it. I don't want to start over.
In Reunion, I modded the game over and over and had to restart constantly.
I'd really like to finish an X game for the first time.
If anyone could help me, I'd really appreciate it. I don't want to start over.
In Reunion, I modded the game over and over and had to restart constantly.
I'd really like to finish an X game for the first time.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- vampirecosmonaut
- Posts: 329
- Joined: Thu, 17. Aug 06, 21:23
There's no way I can track down the global value it's linked to and remove it from my control menu? It's not really a big deal, at this point I want to remove it out of spite.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
hotkey issue merged into the thread the problem comes from, vampirecosmonaut, please follow the rules [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url]
I took a quick look at the setup script and it appears that the hotkey is not set as a global variable meaning there isn't an easy way to remove other than running the plugin that kills all hotkeys which i can't see in the download index
Code: Select all
021 |$S = read text: page=$PAGEID id=87
022 |$S = register hotkey $S to call script 'scs.claim'
LV's TC Scripts
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
Readme's For All My Scripts
I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced
si tacuisses, philosophus mansisses
- vampirecosmonaut
- Posts: 329
- Joined: Thu, 17. Aug 06, 21:23
My apologies LV, I wasn't sure if this was general question or just one that pertained to this script. Next time I will be sure to post in the correct topic. Thank you for answering my question.
TECSG, will this new version fix my busted hotkey?
TECSG, will this new version fix my busted hotkey?
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
Hello!
I love this script. I just have one question. When I run the "scan for derelict" ships command, it completely stops my ship. It's not a huge problem but a little annoying. Is there a way to make it so the scan happens, it targets the derelict ship, but otherwise doesn't affect my ship's bearings and speed?
I run it from the autopilot menu. I do not use a hotkey. (Specifically since it seems all keys are already assigned to something...is there is list out there of "available" hotkeys?)
Also, the new version you mention sounds really nice. When it's available would you just be able to use the update feature on the plugin manager to get it?
Thanks!
I love this script. I just have one question. When I run the "scan for derelict" ships command, it completely stops my ship. It's not a huge problem but a little annoying. Is there a way to make it so the scan happens, it targets the derelict ship, but otherwise doesn't affect my ship's bearings and speed?
I run it from the autopilot menu. I do not use a hotkey. (Specifically since it seems all keys are already assigned to something...is there is list out there of "available" hotkeys?)
Also, the new version you mention sounds really nice. When it's available would you just be able to use the update feature on the plugin manager to get it?
Thanks!
Hi Stryke11,
Glad you like the script!
Unfortunately, the way X3/TC handles running 3rd party scripts is fixed, many scripts inadvertantly alter the flight behaviour of your ship (usually activating the autopilot). There is also the problem of not being able to run scripts when you're too close to a station...
I have managed to work around this to some extent in the new version (the new version is in final testing phase), but unfortunately, my PC fried itself last week and it will (apparently) take at least two weeks to get it repaired, so it will be several weeks at least before I can even get back to work on the scripts.
The new version currently features over 14 commands, and the new 'intelligent' hotkey means you can access nearly half the commands with (the same) one key, I think it's a really useful feature.
As for what other hotkey's are used, I'm not sure, as there are thousands of scripts and the user can re-define them at will, however I did see mention a few posts back in this thread that there is a plugin to delete all hotkeys, so maybe there is one to list them all too?
Glad you like the script!
Unfortunately, the way X3/TC handles running 3rd party scripts is fixed, many scripts inadvertantly alter the flight behaviour of your ship (usually activating the autopilot). There is also the problem of not being able to run scripts when you're too close to a station...
I have managed to work around this to some extent in the new version (the new version is in final testing phase), but unfortunately, my PC fried itself last week and it will (apparently) take at least two weeks to get it repaired, so it will be several weeks at least before I can even get back to work on the scripts.
The new version currently features over 14 commands, and the new 'intelligent' hotkey means you can access nearly half the commands with (the same) one key, I think it's a really useful feature.
As for what other hotkey's are used, I'm not sure, as there are thousands of scripts and the user can re-define them at will, however I did see mention a few posts back in this thread that there is a plugin to delete all hotkeys, so maybe there is one to list them all too?
-
- Posts: 830
- Joined: Fri, 30. Dec 05, 22:14
Love your script, TECSG, and use it all the time.
Coupla' things:
Lately, when I claim a derelict..after Betty confirms transfer of control and ship turns green, it's MY ship rather than claimed derelict that's put on autopilot for nearest SY. Not a big deal, but odd.
Detect crates command: why was it discontinued?
Thanks for the good work you do for all of us in the community!
Coupla' things:
Lately, when I claim a derelict..after Betty confirms transfer of control and ship turns green, it's MY ship rather than claimed derelict that's put on autopilot for nearest SY. Not a big deal, but odd.
Detect crates command: why was it discontinued?
Thanks for the good work you do for all of us in the community!
Hi Hieronymos,
That sound very strange, I have not altered the (posted) script for quite a while, as I've been working on the new major update (which is basically finished except for translations for the non-english versions), so there is no reason I know of why the script should be acting that way.
Also, the 'Detect Crates' command is still there and working fine to the best of my knowledge), I've not made any changes to that in V3.04.
It may be that your script has corrupted somehow, or inadvertantly been altered, or a possible conflict with another script.
Try reinstalling the script and let me know if that fixes it.
That sound very strange, I have not altered the (posted) script for quite a while, as I've been working on the new major update (which is basically finished except for translations for the non-english versions), so there is no reason I know of why the script should be acting that way.
Also, the 'Detect Crates' command is still there and working fine to the best of my knowledge), I've not made any changes to that in V3.04.
It may be that your script has corrupted somehow, or inadvertantly been altered, or a possible conflict with another script.
Try reinstalling the script and let me know if that fixes it.
Hi Zhent,
The link at the start of this post is to the last version that was released to the X3TC community, which was V3.04.
However, I am currently putting the finishing touches to a greatly improved V3.26 (may be higher when finally released) which is currently only available to those beta testing and/or translating it.
V3.26 should be released soon, however my PC is down for at least two weeks for repairs, and I still need some translations (only have English (finished) and German (nearly finished) so far).
The link at the start of this post is to the last version that was released to the X3TC community, which was V3.04.
However, I am currently putting the finishing touches to a greatly improved V3.26 (may be higher when finally released) which is currently only available to those beta testing and/or translating it.
V3.26 should be released soon, however my PC is down for at least two weeks for repairs, and I still need some translations (only have English (finished) and German (nearly finished) so far).