[Mod] Apricot Mapping Service Mod v1.3 for APv3.1 / v2.14 (For TCv3).

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

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apricotslice
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Post by apricotslice »

Yes. Not surprising actually.

Can you do me a screenprint that shows me you have script editor access.

Can you do a screenprint that shows me the apricot scripts in your script directory, both ap., apricot., and setup.apricot.....

Just to be sure.
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X1000
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Post by X1000 »

And now you sond like A Mac 8) Support guy. Ill get cha screenshots tommara.
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apricotslice
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Post by apricotslice »

Hardly surprising since I worked IT for donkeys years.

And btw, I DID once find the printer was turned off, when the person complaining about it not working insisted it was never turned off, and he had checked. He hadnt checked, because a cleaner had ripped the whole plug assembly out of the power point to run a vaccume cleaner ! :D Very funny actually. The plug had a very large sign on it saying to never be removed or turned off, and the cleaner had done both. In that case, I actually drove for an hour to get to the location and look at the offending printer, and first thing I did was trace the power cord back to "not being in the wall afterall". It was really funny, but the embarrassment in some quarters was major, and the cleaner got sacked.

So I never worry about asking the "stupid questions". Sometimes they are actually correct.
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X1000
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Post by X1000 »

You tell funny storys, methinks. :lol:
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apricotslice
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Post by apricotslice »

Nope, that one is completely true.

Most of the help desk stories we laugh so hard at, are based on true stories !
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X1000
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Post by X1000 »

:lol: ROLF :lol:
Tanooshman
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AMS v2.09a tribulations

Post by Tanooshman »

I'm not sure I'm where I intended to go, but confident I'm where I should be.....
(Douglas Adams i think)

What are the read text errors ?

Are you sure you selected the correct mod ?

Do you have a types directory ? If so, what is in it ?

Also, if you have some later versions of the scripts installed separately, then the t file from those will be conflicting with the mod - delete the 8686-L044 file from the t directory.

BTW, this is the wrong thread for this. Can you continue in the Mod thread, here :

pretty sure about the selection - there are only two, and AMS 2 announces the MOD, ams 1 did not
no TYPES directory

I hurried here after deleting the 8686-l044 folder and BEFORE going back into TC -

But TO here I shall return - good, bad, or indifferent
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apricotslice
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Post by apricotslice »

The scripts would announce the mod, even if the mod itself was not selected.

Sounds like an old text file was the problem if there was one in the t folder.
Tanooshman
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All is well in the Garden

Post by Tanooshman »

SUCCESS!

I'm a guessing that pesky 8686-l044 matriculates discombobulation in any universe it visits. Maybe Visited Wall street a spell 'round 2005. Who knows.

But on arrival in "legends Home" (did i say Home of light? Nah) New facilities sparkled in hospitable beckoning, and Apricot ships spread like the Sunday Breakfast Buffet at Ceasar's of old. (um, Vegas, not Europe).

I know if I actually engage the game this new day (it reaching past my midnight even while posting) no high will be as full as that I have now... so

Goodnight. Thanks. Looking forward to the PHQ that awaits.
DIY system
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X1000
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Post by X1000 »

How did you fix your problem? :?
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apricotslice
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Post by apricotslice »

He had older versions of my scripts installed, which place a 8686-L044 file in the t directory. These override the same file in the mod. By deleting it, the mods file was able to be used.
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X1000
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Post by X1000 »

Damn. If i remember right i had that same file... Ill check. :headbang:
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X1000
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Post by X1000 »

<t id="727">COMMAND_TYPE_CUSTOM_27</t> : Astronaut Beam in - AMS by apricotslice (avoidable conflict) Tender Work message - CODEA Weapon System by Lucike
I seem to remember downloading CODEA at one point...

Could this be effecting my perdiciment? :?
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apricotslice
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Post by apricotslice »

I hadnt seen that. In that case, remove codea.

I'd have thought Lucike could have done a custom menu for codea, not use already documented used slots.
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X1000
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Post by X1000 »

28 and 26 are both open but he HAD to use 27 :P

Ill remove tomorrow.
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apricotslice
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Post by apricotslice »

V2.10 has now been uploaded.

I've fixed the Apricot Wanderer so they now fire on anything that attacks them.

Do NOT attack the Apricot Mapping Service ! :D

Thats the last planned version, as everything I wanted to do is now done. Any further versions will be purely bug fixes.
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X1000
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Post by X1000 »

Make derelict apricot ships? :D
Do NOT attack the Apricot Mapping Service !
Epp! :S

'Fear the tasty juicey ness oh a apricot!' :lol:
stealthhammer
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Post by stealthhammer »

Apricot I was just wondering if the hanger mod would be compatible with AMS http://forum.egosoft.com/viewtopic.php?t=228147

Thanks.
"The more we, as a human race, becomes more advanced, the more we, as a human race, lose our humanity and common sense." - Sean Patrick Feeney

"Technological progress is like an axe in the hands of a pathological criminal." - Albert Einstine
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apricotslice
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Post by apricotslice »

No, sorry. Hanger uses a Tships file as well. That automatically makes them incompatible.
Kitarn
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Won't load starts

Post by Kitarn »

<CLIP>

Sounds like a nice one though as I was looking for a large cargo ship with decent guns :)

Nevermind, I found the problem I didn't know it had to be loaded from the launcher and not in game.

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