AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06

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Phier
Posts: 254
Joined: Sat, 23. Feb 08, 22:23
x3tc

Post by Phier »

LV wrote:not without editing all the scripts changing the ware from mp's to cyborgs, feel free to do so yourself :)
To a average scriptor its most likely easy.

To a talented scriptor like yourself, its laughable.

To me, its finding the grand unified theory.

I don't even know how to look at the raw script that I wouldn't understand to start with.

But I'll try :gruebel:
Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter »

Well, just use a search/replace function to replace any instance of "military personnel" with "cyborgs", or whatever the xtm ware is.

And as for what script, do a search of your x3 - reunion/scripts directory for any instance of the word "hat". You should find what you are looking for.

And my question to add to this thread: Somehow a pair of xenon capships managed to make their way into bala gi's joy. Now, normally this wouldnt be so much of a problem, except that you decided, in your infinite wisdom, to make the station spawn in the SAME PLACE each time. The xenon capships blow up the station repeatedly, leaving the wreckage of the station there. When the new one spawns, it spawns... you guessed it... ON TOP OF THE WRECKAGE. Collision detection kicks in, and boom, dead station. And yet another wreck in my game, which seems to kill my fps. As a suggestion, might I suggest searching bala gi's joy for wreckage, destroying it, and then spawning the military barracks in a pseudo random position each game load? I had to take the liberty of editing the setup script and moving the location of the barracks to stop it from spawning ontop of all the wreckage, so at least now it exists. (I cleared out the xenon too)

Basically what I am trying to say, is that placing stations in the same place each time is bad.
Rudinho
Posts: 73
Joined: Thu, 6. Mar 08, 20:42
x3

Post by Rudinho »

Will it work with a bailed M6 ex. Yaki Senin, or paranid Nemesis????

I need something that lets me reclaim those free to take M6.
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LV
Sith Lord
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Joined: Wed, 6. Nov 02, 20:31
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Post by LV »

dunno
KRM398
Posts: 1556
Joined: Wed, 6. Nov 02, 20:31
xr

Post by KRM398 »

Hi, LV, I never used this yet, but have a question..is this the same script being added to, or used by TC? They say that marines are going to be used there for capping, and this is the formost script, I think, for using marines in game. Of course I never used it myself, but if something like it is in TC then I'll learn. Still capping with my, very,very, old version of Benco, if I ever lose this I'll never cap a big ship again, I fear, ok, ty for the question in advance. :roll:
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LV
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Post by LV »

No it's not the same script (unless someone's nicked it ;) )

None of my work has ever been in the vanilla game and nothing will be in TC as I have never put anything forward for signing and have had no involvement in TC

It will just be similar i expect (or it could be completely different)
LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
NetHawk
Posts: 61
Joined: Fri, 13. Jul 07, 18:39
x4

Post by NetHawk »

Heyo!
Sorry to write and possibly revive a dead thread, but I'm looking for this script in .zip format (e.g. scripts themselves). I can't use the spk format, tried even to use the spktool and spkconvert but both fail (can someone else try?).

So if anyone has this, please upload it somewhere, thanks :D

Forgot to mention, the download link for .zip is dead


EDIT:
Ok, I managed to get the script from a friend.
this thing is genious, works smoothly, and simple to use, no big fancy and cluttery hacks :D
NetHawk
Posts: 61
Joined: Fri, 13. Jul 07, 18:39
x4

Post by NetHawk »

Quick update. LV has allowed me to mod his script, and re-upload. So if you want this, and maybe some changes PM me.
I'll try and work on it a bit now, and then probably release it (if I get it right) :D

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