[SCRIPT] Bounty Hunters Guild V2.80 : Updated 24/07/2007
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the readtext errors are usually a problem with text files.
if you running your game in a different language to the script.
you can fix that by setting your language in the plugin manager to create the text files in the correct language.
as for the guild hq's, u should keep checking, the joining will not always appear as its random.
the blank messages are abit worrying thou, but it might be from something else.
if you running your game in a different language to the script.
you can fix that by setting your language in the plugin manager to create the text files in the correct language.
as for the guild hq's, u should keep checking, the joining will not always appear as its random.
the blank messages are abit worrying thou, but it might be from something else.
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As for the ReadText Prob: I figuered the thingie might be a problem with the languages cause i read it in your plugin-manager manual so i checked them. They seem to me to be ok though. Thing is I cant install the script via the manager cause its just a .zip containing the script- and t-files.
To the other problem: I have docked at like 10 HQs so far i reckon i got the blank message 3 times in a HQ. The Merc-application i got in an usual equiptmentdock. However ill keep trying a bit, maybe itll work out just fine
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Nevertheless thanks for your quick reply

@ Whoa shit! just checked up on the languages again and there it is. Of course the language of the script was german while my game is english. The reason i didnt see it before was, that i took your scripts as reference how everything had to be and they are in my t directory in bot english and german so i didnt notice the language was wrong cause i of course looked up your english t-files. Damn!
To the other problem: I have docked at like 10 HQs so far i reckon i got the blank message 3 times in a HQ. The Merc-application i got in an usual equiptmentdock. However ill keep trying a bit, maybe itll work out just fine

Nevertheless thanks for your quick reply


@ Whoa shit! just checked up on the languages again and there it is. Of course the language of the script was german while my game is english. The reason i didnt see it before was, that i took your scripts as reference how everything had to be and they are in my t directory in bot english and german so i didnt notice the language was wrong cause i of course looked up your english t-files. Damn!
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Bounty Hunters Guild
I have a problem with the bounty hunters guild, when i get a msg from them to take someone out, i get a bunch of "read texts" in the msg. the rest of the msg is ok, i think it was the name of the bounty. any help?
This is Cycrows script.
This is Cycrows script.
Those who jump and run away, live to fight another day...
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I was wondering if anyone would be interested in creating a slight variation of this script--
My idea is that not all bounties are dead or alive, and so you'd have to actually force your bounty to eject, pick him up, and carry him to the station that posted the bounty (perhaps just a trading dock for the race that posted it, I don't know anything about scripting so I don't know how hard any of this might be to implement). Maybe you could disable the ship (which might have to be a new item, now that I think about it), and then call for a police ship to come and pick it up via a new command, although the bounty you collect for this would be less than if you brought it in yourself.
Like I said, just an idea that I had that I thought would be interesting to play. If anyone's interested, post a reply and maybe we can design a fun new sub-script to this one.
My idea is that not all bounties are dead or alive, and so you'd have to actually force your bounty to eject, pick him up, and carry him to the station that posted the bounty (perhaps just a trading dock for the race that posted it, I don't know anything about scripting so I don't know how hard any of this might be to implement). Maybe you could disable the ship (which might have to be a new item, now that I think about it), and then call for a police ship to come and pick it up via a new command, although the bounty you collect for this would be less than if you brought it in yourself.
Like I said, just an idea that I had that I thought would be interesting to play. If anyone's interested, post a reply and maybe we can design a fun new sub-script to this one.
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thats already what happens.KyGuy wrote: My idea is that not all bounties are dead or alive, and so you'd have to actually force your bounty to eject, pick him up, and carry him to the station that posted the bounty (perhaps just a trading dock for the race that posted it,
any alive bountys mean that you have to take the captured pilot to one of the bounty HQ's
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Sorry, I think my original post was unclear, I had meant a script that doesn't allow for collection on a dead bounty head, no matter what. But for such a piddling change to an already existing mod, I suppose it would be better for me to try to figure it out myself.Cycrow wrote:thats already what happens.KyGuy wrote: My idea is that not all bounties are dead or alive, and so you'd have to actually force your bounty to eject, pick him up, and carry him to the station that posted the bounty (perhaps just a trading dock for the race that posted it,
any alive bountys mean that you have to take the captured pilot to one of the bounty HQ's
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Well I can understand in a pirate sector, but something about this seems like a poor business move on their partCycrow wrote:not exactly a bug no. They can be created in xenon sectors.
but the stations will always appear friendly, so the xenon wont actually attack them.
only the ships heading to them, like u, but then if you cant get past a few xenon, u prolly wont be much good as a bounty hunter

Well glad its not a bug, it should be, umm interesting

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I reinstalled X3 recently and went with the big Xtended mod, latest version.
I got the latest plugin manager and installed the bounty hunters' guild.
Whenever I try to cash in my bounties it says I don't have any.
If I press "i" when selecting the command, I get an XTM command description.
In the conflict detector thingy in the plugin manager it says there's a possible conflict with XTM.
SHIP_35 appears to be used by CMD_XTM_GEN_ECELLS and COMMAND_BOUNTY_GUILD_CLAIM
I think I may have installed something incorrectly, seeing how nobody else has this problem o.o
Do I still need a dummyemp with the latest version of your plugin manager?
I got the latest plugin manager and installed the bounty hunters' guild.
Whenever I try to cash in my bounties it says I don't have any.
If I press "i" when selecting the command, I get an XTM command description.
In the conflict detector thingy in the plugin manager it says there's a possible conflict with XTM.
SHIP_35 appears to be used by CMD_XTM_GEN_ECELLS and COMMAND_BOUNTY_GUILD_CLAIM
I think I may have installed something incorrectly, seeing how nobody else has this problem o.o
Do I still need a dummyemp with the latest version of your plugin manager?
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