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[SCRIPT] Move Freebie Ships V1.01 : Updated 02/02/2007
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Cycrow
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PostPosted: Thu, 2. Nov 06, 21:30    Post subject: [SCRIPT] Move Freebie Ships V1.01 : Updated 02/02/2007 Reply with quote Print

A simple script to move all the freebie ships to random locations at startup.

To use, jsut install it via the Plugin Manager and when you first run a modified game, the ships will be moved.

Download Script Package: Download - Mirror Download

==================================

Change Log:

V1.01
  • Added check to not move Bala Gi M7



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Last edited by Cycrow on Wed, 5. Mar 08, 22:44; edited 2 times in total
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R.Styles





Joined: 06 Aug 2006
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PostPosted: Fri, 3. Nov 06, 12:50    Post subject: Reply with quote Print

that'll add confusion.
is there a way to add more derilict ships you can claim?

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Cycrow
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PostPosted: Fri, 3. Nov 06, 15:17    Post subject: Reply with quote Print

yeah its eassy enough to add them, but im doing that as part of another script Wink


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bob hope





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PostPosted: Fri, 3. Nov 06, 16:10    Post subject: Reply with quote Print

hope it doesnt send them to xenon sectors lol, that would be a whole bag of fun Very Happy


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Cycrow
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PostPosted: Fri, 3. Nov 06, 16:23    Post subject: Reply with quote Print

its completly random so its possible Wink

and adds some challenge to try and claim them Razz


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djkaos





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PostPosted: Fri, 3. Nov 06, 18:23    Post subject: Reply with quote Print

Nice one, once again Cycrow. Thumb up

Will this move only the vanilla freebies, or will it include mod added freebies?

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R.Styles





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PostPosted: Fri, 3. Nov 06, 18:42    Post subject: Reply with quote Print

Is there anyway to tie them into the BBS? a merchant selling the locations, or rough location, so there's a possibility of us actually finding & making use of them?

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Cycrow
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PostPosted: Fri, 3. Nov 06, 18:59    Post subject: Reply with quote Print

yeha it is possible to put them into the BBS, but again this is something im adding in the Explorers guild Wink

It will move any unpiloted ship owned by neutral race


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airport





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PostPosted: Fri, 3. Nov 06, 20:41    Post subject: Reply with quote Print

Will this Explorers guild MOD/Script be compatiable with the XFP MOD?

airport (Keith).


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Cycrow
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PostPosted: Fri, 3. Nov 06, 21:03    Post subject: Reply with quote Print

yes it will be, but it'll be while before its ready


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vampirecosmonaut





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PostPosted: Sat, 4. Nov 06, 01:34    Post subject: Reply with quote Print

Hmmm, maybe I can edit this to destroy freebie ships? Very Happy

[EDIT] Yeah, it's stupid easy. Nevermind. Laughing


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mrjingo





Joined: 02 Dec 2003
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PostPosted: Tue, 23. Jan 07, 16:17    Post subject: Reply with quote Print

If I uninstall this script will the ships go back to default sectors/positions? I installed this script unintentionally as part of a package. Embarassed

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fud





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PostPosted: Tue, 23. Jan 07, 17:00    Post subject: Reply with quote Print

I would think only if you start a new game. Objects created by scripts, stay there, unless it's actually in an uninstall script to remove them.


So, the ships *should* be there, even if the script is removed. A new game start would revert them back to Ego's positions.

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narn





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PostPosted: Tue, 30. Jan 07, 03:40    Post subject: Reply with quote Print

cool I remember talking about this about a month b 4 you created it. If I influenced you or not is of no consiquence however. Im just glad its there!! Thanks!


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bluewiz1960





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PostPosted: Fri, 2. Feb 07, 06:06    Post subject: Bala Gi mission Reply with quote Print

I installed this script as a group of scripts. Now it might have moved the yacht. I still need to go back there and look for it, but I saw it listed in CEO's Buckzoid once before pirates shot me down and I reloaded. It was gone when I looked for it again. If it is moved, how can I get it back where it belongs?

Just a note: Yeah the yacht is moved too...is there a way to move it back without starting a new game?

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