[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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Is Apricot "beam" mods to improve the tractor beam?
I can't find a description over what its for
{You failed to note the forum rule about where to ask such question too. Merged. jlehtone}
{You failed to note the forum rule about where to ask such question too. Merged. jlehtone}
Taken from http://forum.egosoft.com/viewtopic.php?t=226623
This was found by using the Community Script and Mod Download Library, found at the top of this forumBeamdock - to beam ships on and off any ship with docking ports, from anywhere in scanner range.
Download http://apricotmappingservice.com/X3TCdo ... ock-v1.spk
Known issue - Wont beam a TS or TP off of a TM. Will allow the same ships to beam to an M1 which will then beam them into space. Still working on it.
Cbeam - to slurp beam all containers in scanner range.
Abeam - to beam an astronaut in as a passenger.
Dbeam - to beam a Drone in.
Download http://apricotmappingservice.com/X3TCdo ... eam-v1.spk
- apricotslice
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They all use the transporter.
Nothing to do with the tractor beam.
Does the tractor beam need improving still ? I did do a mod for this for R, and admittedly I did up the range again in my mod.
If TC still has tractor beam problems to do with the range being too short, I can redo the mod to give it an 8km range again. Thats pretty easy to do.
Nothing to do with the tractor beam.
Does the tractor beam need improving still ? I did do a mod for this for R, and admittedly I did up the range again in my mod.
If TC still has tractor beam problems to do with the range being too short, I can redo the mod to give it an 8km range again. Thats pretty easy to do.
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- apricotslice
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- Joined: Sun, 16. May 04, 13:01
Thanks for the scripts, I love the auto-beaming of the surrounding crates, exactly as I assume it should work in a world where the technology level allows one to jump through star systems.
I've tried ABeam. When I beam in a bailed astronaut, I get a passenger with his race set to <my player's name>. Say my in-game pilot is an Argonian named "John Doe", the beamed-in passenger will be of race "John Doe", not "Argonian".
Also, I've tried using ABeam on marines, they lose their Marine status, and again I find in my ship regular passengers of race "John Doe" with the marine's name. Are they supposed to lose their marine training?
I've tried ABeam. When I beam in a bailed astronaut, I get a passenger with his race set to <my player's name>. Say my in-game pilot is an Argonian named "John Doe", the beamed-in passenger will be of race "John Doe", not "Argonian".
Also, I've tried using ABeam on marines, they lose their Marine status, and again I find in my ship regular passengers of race "John Doe" with the marine's name. Are they supposed to lose their marine training?
- apricotslice
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- Joined: Sun, 16. May 04, 13:01
I cant as yet find any way of determining the race of an astronaut. And as one needs to be set for the passenger, the player race is the only one that makes sense. Since most of those being picked up are pirates or enemies, and the game calls them a slave by default, making them your slaves seems to make sense
It was my intension to also convert the passenger into a marine, but so far it hasnt worked. On my list of things to do, probably as a separate "Create marine from pasenger" command.
I wouldnt use it for picking up marines. I havent seen anyway of identifying them in the script code, as an astronaut is just an astronaut. Must be something, but I cant see it. You cant use it for plot pickups either.
At the moment, its best used for picking up bailed pilots where you do not want to create them as a slave.
It was my intension to also convert the passenger into a marine, but so far it hasnt worked. On my list of things to do, probably as a separate "Create marine from pasenger" command.
I wouldnt use it for picking up marines. I havent seen anyway of identifying them in the script code, as an astronaut is just an astronaut. Must be something, but I cant see it. You cant use it for plot pickups either.
At the moment, its best used for picking up bailed pilots where you do not want to create them as a slave.
Re: [Scripts] Apricot Mapping Service Scripts
Could you expand on this a little bit? You know, for those of us that would like to know a little more about a mod before adding it to our game.apricotslice wrote:Apricot Extended PHQ Patch
Vastly increases the cargo space of the Player HQ.
Thanks.
- apricotslice
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Yes, but this is not what I meant. Here is what I get:apricotslice wrote:I cant as yet find any way of determining the race of an astronaut. And as one needs to be set for the passenger, the player race is the only one that makes sense. Since most of those being picked up are pirates or enemies, and the game calls them a slave by default, making them your slaves seems to make sense
[ external image ]
The First one, Endy, was beamed in with ABeam, and is of a strange race. Actually his race is my pilot's silly name. The second one, Yoganis, is a bail out that was picked up with a fly-by as god intended. No race shown. Maybe there is interference with some other script? Here is what I am using:
[ external image ]
+ EconomyAndSupplyTrader_X3TC_V3101 that does not come in .spk format.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
I guess that could be done, but it would probably mean........hmmmm, worth a think about.
The hard part is getting the boarding action to start once they are there, as that is trigged by the boarding command or the fire pod action.
Not sure thats in my ability, but its worth a look.
Now that would transform the whole boarding thing !
The hard part is getting the boarding action to start once they are there, as that is trigged by the boarding command or the fire pod action.
Not sure thats in my ability, but its worth a look.
Now that would transform the whole boarding thing !
It seems that there's no more Dbeam download on your site. I've been looking for this kind of thing for ages. I just hate it that when you order your freigter drone to buy things in a big ship, you have to manuelly pick them all up.
Anyway, is it possible that only to beam a specific target? Rather than pull every crap within scanner range onboard.
Anyway, is it possible that only to beam a specific target? Rather than pull every crap within scanner range onboard.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Cbeam, Abeam and Dbeam are all packed together in the Cbeam pack.
Abeam and Dbeam will grab the first one they can find, so dont actually get targetted. Just keep clicking the hotkey to keep beaming. I'd have liked them to slurp everything, but never could figure out how to do it.
"Rather than pull every crap within scanner range onboard."
That was the whole idea actually ! I pick up everything. What I cant use, I sell.
Abeam and Dbeam will grab the first one they can find, so dont actually get targetted. Just keep clicking the hotkey to keep beaming. I'd have liked them to slurp everything, but never could figure out how to do it.
"Rather than pull every crap within scanner range onboard."
That was the whole idea actually ! I pick up everything. What I cant use, I sell.