[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]
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- Posts: 5
- Joined: Fri, 7. Apr 17, 23:21
So I finally stumbled upon the prototype vessel. What do you guys do with it? I was thinking it would make a sweet flagship, or blueprint it, or find out what happens if I give it back? Not sure what the "greatly rewarded" bit refers to but if I use SCS and salvage it, it is a nice bit of cash.
What do you guys do?
What do you guys do?
FYI a year or two ago I had this installed on LU so it is possible. Unfortunately I don't remember much... I think it was simply a software requirement edit in the script and was pretty easy.Joelnh wrote:If you could get the salvaging ships and wares part working in LU that would be a great help and a good start for getting this functional.
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- Posts: 5
- Joined: Fri, 7. Apr 17, 23:21
I made no changes and have had it working fine. Only issue is Salvage Command Software shows up as {unnamed} or something like that. The scripts all seem to function great.Pind wrote:FYI a year or two ago I had this installed on LU so it is possible. Unfortunately I don't remember much... I think it was simply a software requirement edit in the script and was pretty easy.Joelnh wrote:If you could get the salvaging ships and wares part working in LU that would be a great help and a good start for getting this functional.
help
I'm confused by something in the mod. It gives me a message about a prototype ship that was stolen while on a test flight and the ship sent a coded message before going dark. 8.0.8.16. I've been trying to figure it. I thought it may be coordinates, but It didn't turn anything up. Please help.
If I remember correctly, you have to fly right up to the ship and it will automatically claim it and trigger the next part of the mission.
If you claim it with any method that just 'makes a ship yours', you will just get the ship. If that happens, my scripts will recreate a new ship as the old one wasn't 'claimed' as far as it's concerned.
Try approaching the ship to within a few hundred meters as see if it works that way.
You should get a pop-up message once the ship is yours.
If you claim it with any method that just 'makes a ship yours', you will just get the ship. If that happens, my scripts will recreate a new ship as the old one wasn't 'claimed' as far as it's concerned.
Try approaching the ship to within a few hundred meters as see if it works that way.
You should get a pop-up message once the ship is yours.
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- Posts: 27
- Joined: Sat, 30. Apr 05, 10:33
Asteroid Relocation Service
For those having the issue with ARS not working, here's a fix that worked for me.
In scs.library.trade, line 170, change from:
170 $MENU = create new array, arguments=$msg, $msg, null, 105, 334
to
170 $MENU = create new array, arguments=$msg, $msg, {Elysium of Light}, 105, 334
(You can change this to any sector that works for you.)
The problem seems to be some issue of jumping out of sector null after the ship is created. Possibly something to do with Advanced Jump Drive and the overrides. Not sure though, as I only started playing around with X3 scripting yesterday.
In scs.library.trade, line 170, change from:
170 $MENU = create new array, arguments=$msg, $msg, null, 105, 334
to
170 $MENU = create new array, arguments=$msg, $msg, {Elysium of Light}, 105, 334
(You can change this to any sector that works for you.)
The problem seems to be some issue of jumping out of sector null after the ship is created. Possibly something to do with Advanced Jump Drive and the overrides. Not sure though, as I only started playing around with X3 scripting yesterday.
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- Posts: 27
- Joined: Sat, 30. Apr 05, 10:33
Hmm...if that becomes an issue, the simplest way might be to just create the ship in the source asteroid sector? I don't believe there would be much visible difference to the player.
I'm thinking it has to be something with AJD/Overrides that is causing this jump out of Null sector issue, but I'm not familiar enough with X3 scripting to know for sure. It'd be interesting to find out if the people having issues with the ARS and MPW being stuck in sector Null are also running ADJ/Overrides.
I'm thinking it has to be something with AJD/Overrides that is causing this jump out of Null sector issue, but I'm not familiar enough with X3 scripting to know for sure. It'd be interesting to find out if the people having issues with the ARS and MPW being stuck in sector Null are also running ADJ/Overrides.
Hi, I am new to the game as such.. I have installed though some mods in AP (ie/x,xrm,tcap(missions), and some other melarky. Now, if wanting to try this, I get files which will be overwritten.. I don't know if these are defaul tones or possibly have some edits form other packs.. what do I do?
(Generally, I have only added things when they don't overwrite so I am sure it works stil)....
e.g. !fight.attack.object.pck or so.. this I think is a signed so possibly defaul tone? I don't know.. what is the general advice for these things? (in xrm, I have a bunch of cargo drops in space so this would be good ).
(Generally, I have only added things when they don't overwrite so I am sure it works stil)....
e.g. !fight.attack.object.pck or so.. this I think is a signed so possibly defaul tone? I don't know.. what is the general advice for these things? (in xrm, I have a bunch of cargo drops in space so this would be good ).
MARS'? incoming missile sound sounds like Marilyn Monroe farting at a cinema [not too loudly], going woo , wooo, wooo, wooo. <3