[SCR] Jump Beacon [24th May 2010 X³:TC 3.1.02]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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darqen27
Posts: 43
Joined: Thu, 27. May 10, 22:18
x3tc

Post by darqen27 » Thu, 11. Sep 14, 02:02

I just assumed it would work with AP since no one said it didnt, as most mods *do* work
- Darqen Tasquenesk

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ubuntufreakdragon
Posts: 5195
Joined: Thu, 23. Jun 11, 14:57
x4

Post by ubuntufreakdragon » Thu, 11. Sep 14, 02:50

It'S a script and works (in the newest version) well with AP as most scripts do.
But don't forget to install the Script inside the addon\ Folder.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

darqen27
Posts: 43
Joined: Thu, 27. May 10, 22:18
x3tc

Post by darqen27 » Sat, 13. Sep 14, 00:27

not sure what happened, it just started working. all the beacon factorys are where they should be now.. no idea what happened
- Darqen Tasquenesk

fiby
Posts: 98
Joined: Mon, 29. Jan 07, 00:22
x4

Post by fiby » Thu, 5. Feb 15, 15:17

Does the Passenger transport and travel services deploy a jump beacon if they get attacked?

In the notes it advises CLS/CAG/EST/Prospector but nothing for Passenger transport and travel services.

Thanks.

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