[TC] Make a created ship buyable in a shipjard

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apricotslice
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Post by apricotslice » Thu, 12. Feb 15, 01:28

There is a difference between scripts and mission director files. Setup scripts add things as they are run every time the game starts. MD add things permanently when it is run once.

If you are using MD in the director folder, then you would have to write a new MD that removes what was previously added. I cant help with MD though. Never was much good with it.

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DrBullwinkle
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Post by DrBullwinkle » Thu, 12. Feb 15, 18:33

@adriancos: The easier way to do what you are trying to do is to use the Cheat Package. The link is stickied to the top of this forum.

adriancos
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Post by adriancos » Tue, 3. Mar 15, 22:12

apricotslice wrote:There is a difference between scripts and mission director files. Setup scripts add things as they are run every time the game starts. MD add things permanently when it is run once.

If you are using MD in the director folder, then you would have to write a new MD that removes what was previously added. I cant help with MD though. Never was much good with it.
after reading your post it makes sense now why it was not removed :)
DrBullwinkle wrote:@adriancos: The easier way to do what you are trying to do is to use the Cheat Package. The link is stickied to the top of this forum.
thank you for the tip, it is very easy indeed using cheat package :wink:

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ubuntufreakdragon
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Post by ubuntufreakdragon » Tue, 3. Mar 15, 23:20

The easiest way is to add the ship via MSCIscript inside a setup.script as it recalls every reload so it's persistent when the shipyard gets destroyed.
Only a direct map edit is better in persistence, but this only works if the may entry of the shipyard wasn't Part of the savegame.
dillpickle's md way isn't as save as this because the ship will be removed for ever from the shipyard once the shipyard got destroyed and respawns.
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In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

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