[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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Legionnaire
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Post by Legionnaire » Thu, 18. Dec 08, 00:43

ok so its not me being daft this time, good to know ;)

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apricotslice
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Post by apricotslice » Thu, 18. Dec 08, 00:47

Apparently not :D

My site host is pretty good, this doesnt happen very often, so hopefully it will only be a short interruption.

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apricotslice
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Post by apricotslice » Thu, 18. Dec 08, 01:44

Site is back up (mostly). Download should work now.

Legionnaire
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Post by Legionnaire » Thu, 18. Dec 08, 01:54

Got it. Thanks

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apricotslice
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Post by apricotslice » Thu, 18. Dec 08, 01:56

Let me know if it has any issues. Its one thing I havent gotten around to testing yet.

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Krewzur
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Post by Krewzur » Fri, 19. Dec 08, 23:09

Is it possible to have a script that teleports a ship from one ships hanger to another ships hanger??

EG:
An M1/TL has a fighter docked, that M1/TL can teleport that fighter to another M1/TL within a certain range.

Can it be done???
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apricotslice
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Post by apricotslice » Fri, 19. Dec 08, 23:20

It used to do that in TCR. But I noticed that it didnt when I was testing it.

Its seems it has to be beamed out into space first then beamed into the other ship. Must have been a change to the commands used.

You can beam from a station straight into a ship.

Mind you, I cant get the beam out into space to work for a TM, on anything bigger than a fighter. I did get it to beam from the TM into a M1 and then out into space. So there is definitely something odd going on that it works ship to ship from the TM and not into space, where its the opposite for all other ships. Must be something specific about how they coded the TM's. Watching a ship dock in TM's is weird since they dont have enough space to actually take the docking ship internally.

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Krewzur
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Post by Krewzur » Sun, 21. Dec 08, 21:45

why is there "apricot modified bullets" in my game :?

also "apricot modified ppc" and some others?
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apricotslice
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Post by apricotslice » Mon, 22. Dec 08, 00:30

The bullets is a mistake. I changed something I shouldnt have as it turned out. That will be rectified shortly. For now, read "Unknown Object". I only discovered this yesterday and havent had a chance yet to change if back.

The guns are there because I made them for my mod. I use a single master language file, so stuff in the mod, will also be available to the script editor if you use the stand alone scripts.

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apricotslice
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Post by apricotslice » Mon, 22. Dec 08, 10:51

I've upgraded the scripts spks to remove that apricot bullets issue.

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apricotslice
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Post by apricotslice » Tue, 23. Dec 08, 07:09

Added a very easy version of the HUB plot.

StratonAce
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Post by StratonAce » Thu, 25. Dec 08, 06:54

Hey apricotslice, I cannot seem to download "ST/UT for most ship types". I can download the others just fine, but the "ST/UT for most ship types" gives me a Not Found error.[/b]

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apricotslice
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Post by apricotslice » Thu, 25. Dec 08, 07:16

Oops, I changed the download directory to the new mirror site, and forgot to upload that script to it. :oops:

Sorry. Try now.

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Post by StratonAce » Thu, 25. Dec 08, 07:20

That did it. Thanks, apricotslice. :D

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apricotslice
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Post by apricotslice » Thu, 25. Dec 08, 07:28

Give me some feedback on it, as I really havent tied it myself yet.

One thing that is different in TC is that M7's cant dock at stations, so it wont make much of a UT anymore.

StratonAce
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Post by StratonAce » Thu, 25. Dec 08, 08:00

Will do. I plan on having a TC marathon over the holiday weekend. ;)

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apricotslice
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Post by apricotslice » Sat, 27. Dec 08, 00:06

aikjo2 wrote:For some reason I can't find the CBeam command...
I have ABeam, it is under the "General" menu, but CBeam will not show up for the life of me, any ideas whats up?
What other scripts are you running ? Likely there is a conflict with another script.

Also, dont use the menu, assign a hotkey, its quicker to use.

strude
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Post by strude » Sat, 27. Dec 08, 02:54

I installed the Abeam/Cbeam/Dbeam script, but don't see any new hotkeys to set? I just figured it was menu driven only as I didn't see anything in the first post about hotkeys, but I did think it was odd there was none. Any ideas why they wouldn't be showing up? The setup and function scripts are in the scripts directory, and the 8686 file is in the t directory.
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apricotslice
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Post by apricotslice » Sat, 27. Dec 08, 03:52

Umm, no idea why they wouldnt be showing up. Are you sure your looking in the right place ?

strude
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Post by strude » Sat, 27. Dec 08, 04:29

Nope, can't be sure, but I have set and created hot keys before in X3:R, and I have the MARS system installed and can see those hot keys. I'll have another look just to be sure. I also have the community plugin configuration script install and i don't recall seeing a hot key for that either. Would rerunning the setup scripts be of any use? The scripts I use are
  • Commercial agent 3.1.03
    Command Queuing 1.1
    Community Plugin Config 1.1
    MARS 4.05
    Salvage Calim Software 1.00
    Ship Killed Notification 1.0.3
    Jump Drive Kits 1.5
    Cbeam 1
The script installer has been having some issues of late, so it might be related to that. I'll rummage around an see what I can find.
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