
Honestly guys, there is tonnes of stuff at xuniverse.com for XTM users. Plus, plenty of peeps to help if you get stuck.
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Thanks Buck_Rogers. I think your right. I have been testing a lot of scripts so it can be some leftovers.Buck_Rogers wrote:There are no turret scripts included with XTM. So where that reference is coming from, I'm not sure. The only thing I can think of is, perhaps you have Lucike's Command Libraries installed for something? He did make a turret script for X3R called 'MEFOS Waffensystem'. Which was just like AEGIS.
Great. I think I try MARS first and then if I need something, I know that this will work togetherBuck_Rogers wrote:If that's what it is, then I still would not worry about it. I have 3 turret scripts installed.MARS, MEFOS and XOne Turret Control. None of them interfere with each other.
What file must I delete, I can't find anything related to BBS in the cat file? Anyone know what I must do?moot wrote:You'll need to disable XTM's BBS. Open up the XTM script in the cat file and disable/remove the BBS module--that's what I had to do to see my script. Get some help from the XTM forum if you need..
The author of [BBS Plugin] X3 BBS Project 2 said this:Buck_Rogers wrote:Hmmmmmm. I'm not sure disabling XTM's BBS module is such a good idea? I'm sure there are some items that appear, which start XTM missions?
Perhaps I'm wrong though?
I think the BBS module he is talking about is only for news and is not related to missions. With that understanding there must be a BBS module for news, and something else for the quests/missions. The question is then: How do I disable the XML BBS module related to non mission mews?moot wrote:Oh and don't worry about missing anything though--my script actually contains the same messages from XTM, the same old stuff about new ships and weapons, but with the English cleaned up. You'll spot them in Pirate stations, reconfigured as mercenary network news.
I have a very similar problem with the latest XTM. My template ships don't have EC or JD, tho. And the ships I tried to equip were Pirate Novas, Kha'ak Fighters and Scouts.nobby375 wrote:ok the daruis is still broken but thats a small thing.
please can some1 help me with the following problem for the sake of my sanity.
ive just spent the better part of 2 hrs trying to set up a fleet of 16 wing men. all LX's, some capped and some made from my HQ
i have a pirate galleon in which they are stored but trying to equip them from the ship template thing and it keeps filling them up with e-cells and telling me i have no more room to equip them.
the template ship ($ prefix ) has 8 a hepts main guns, 2 b hepts in the turrets and 5 missiles.
the group of wing men has been made into a grp with the grp command.
ive even ejected all the jumpdrives on the 1s that had them installed and ejected all ecells from the ship to stop the galleon from using them
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also now i cant even manually equip the ships as there is no option for the wepons/shields in freight transfer even tho i have the shields/wepons onboard
atm i have 10/16 ships fully equipped but i keep getting the message not enough room to work with
i cant even tranfer spare equiupment to the scarab i have parked in the hold as again there is no option in f transfer to move equipment, its like theres none onboard but when i go into the carriers cargo bay its nearly full of lots of equipment![]()
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please can any1 tell me where im going wrong
Code: Select all
012 $currshieldbay = $Ship -> get number of shield bays
013 while $currshieldbay
014 dec $currshieldbay =
015 $shieldtype = $Ship -> get shield type in bay $currshieldbay
016 $amount = 0 - $Quantity
017 = $Shipyard -> add $amount units of $shieldtype
018 end
019
020 $currturret = $Ship -> get number of turrets
021 while $currturret
022 dec $currturret =
023 $currwep = $Ship -> get max. number of lasers in turret $currturret
024 while $currwep
025 dec $currwep =
026 $currlaser = $Ship -> get laser type in turret $currturret at slot $currwep
027 if $currlaser
028 $amount = 0 - $Quantity
029 = $Shipyard -> add $amount units of $currlaser
030 end
031 end
032 end