[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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- apricotslice
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- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
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- apricotslice
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Is it possible to have a script that teleports a ship from one ships hanger to another ships hanger??
EG:
An M1/TL has a fighter docked, that M1/TL can teleport that fighter to another M1/TL within a certain range.
Can it be done???
EG:
An M1/TL has a fighter docked, that M1/TL can teleport that fighter to another M1/TL within a certain range.
Can it be done???
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- apricotslice
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It used to do that in TCR. But I noticed that it didnt when I was testing it.
Its seems it has to be beamed out into space first then beamed into the other ship. Must have been a change to the commands used.
You can beam from a station straight into a ship.
Mind you, I cant get the beam out into space to work for a TM, on anything bigger than a fighter. I did get it to beam from the TM into a M1 and then out into space. So there is definitely something odd going on that it works ship to ship from the TM and not into space, where its the opposite for all other ships. Must be something specific about how they coded the TM's. Watching a ship dock in TM's is weird since they dont have enough space to actually take the docking ship internally.
Its seems it has to be beamed out into space first then beamed into the other ship. Must have been a change to the commands used.
You can beam from a station straight into a ship.
Mind you, I cant get the beam out into space to work for a TM, on anything bigger than a fighter. I did get it to beam from the TM into a M1 and then out into space. So there is definitely something odd going on that it works ship to ship from the TM and not into space, where its the opposite for all other ships. Must be something specific about how they coded the TM's. Watching a ship dock in TM's is weird since they dont have enough space to actually take the docking ship internally.
- apricotslice
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The bullets is a mistake. I changed something I shouldnt have as it turned out. That will be rectified shortly. For now, read "Unknown Object". I only discovered this yesterday and havent had a chance yet to change if back.
The guns are there because I made them for my mod. I use a single master language file, so stuff in the mod, will also be available to the script editor if you use the stand alone scripts.
The guns are there because I made them for my mod. I use a single master language file, so stuff in the mod, will also be available to the script editor if you use the stand alone scripts.
- apricotslice
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- apricotslice
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- apricotslice
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- apricotslice
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- apricotslice
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What other scripts are you running ? Likely there is a conflict with another script.aikjo2 wrote:For some reason I can't find the CBeam command...
I have ABeam, it is under the "General" menu, but CBeam will not show up for the life of me, any ideas whats up?
Also, dont use the menu, assign a hotkey, its quicker to use.
I installed the Abeam/Cbeam/Dbeam script, but don't see any new hotkeys to set? I just figured it was menu driven only as I didn't see anything in the first post about hotkeys, but I did think it was odd there was none. Any ideas why they wouldn't be showing up? The setup and function scripts are in the scripts directory, and the 8686 file is in the t directory.
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- apricotslice
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Nope, can't be sure, but I have set and created hot keys before in X3:R, and I have the MARS system installed and can see those hot keys. I'll have another look just to be sure. I also have the community plugin configuration script install and i don't recall seeing a hot key for that either. Would rerunning the setup scripts be of any use? The scripts I use are
- Commercial agent 3.1.03
Command Queuing 1.1
Community Plugin Config 1.1
MARS 4.05
Salvage Calim Software 1.00
Ship Killed Notification 1.0.3
Jump Drive Kits 1.5
Cbeam 1
Gaming PC: Gigabyte H270M-D3H | i7 7700 | 16Gb DDR4 | Gigabyte GTX1060 6Gb OC | Asus Xonar DGX | Window 10 Home 64bit | Samsung 256Gb SSD