[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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- Posts: 73
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Thanks for the fast reply! I've nabbed the blueprints script from the merge mod and I think I get how to do it, just copy pasting the lines, changing the wares/station types/ship types to what I want and then running it through the script editor of which PHQ I want to add them to.
Thanks for your help and for your awesome mods!
Thanks for your help and for your awesome mods!
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- Joined: Fri, 9. Oct 09, 06:20
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- Joined: Thu, 10. Nov 05, 18:44
apricotslice wrote:Nice idea. Its well worth releasing.
Based on this I have decided to try to get this working in X3TC.
If you want, I could use some help. Scripting is not really my forte.
If your interested, Here's a link to the thread
http://forum.egosoft.com/viewtopic.php?t=263997
My mods for X3TC & X3AP
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
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Is there a trick to removing the CBeam pack? I installed it and decided I would rather go with a difference script, but now when I try and start my game after removing it the game crashes when I try to load my save.
I've removed the key mapping from the controls, is there anything else that needs to happen?
I've removed the key mapping from the controls, is there anything else that needs to happen?
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- Posts: 42
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Yes, I removed all three hotkeys then saved.
The version I'm using the TC .spk file from your site (http://apricotmappingservice.com/X3TCdo ... eam-v1.spk). Both disabling and removing the spk cause the same problem.
The version I'm using the TC .spk file from your site (http://apricotmappingservice.com/X3TCdo ... eam-v1.spk). Both disabling and removing the spk cause the same problem.
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- Posts: 441
- Joined: Fri, 17. Nov 06, 21:09
Can you add support for M7s to Beamdock and Claim ?
Also Cbeam has an error, it loads text file 8787 and calls textfile 8818-1 when the inventory is full. There is no 8787 or 8818. 8818 is from the LV Freight Transporter, and since it loads the wrong file, even having the 8818 file wont work. (Or maybe its 8686, but it doesn't contain data for 8818-1)
The Claim feature (strip+drop+beamdock) looks awesome, would love to have it on my M7.
Also Cbeam has an error, it loads text file 8787 and calls textfile 8818-1 when the inventory is full. There is no 8787 or 8818. 8818 is from the LV Freight Transporter, and since it loads the wrong file, even having the 8818 file wont work. (Or maybe its 8686, but it doesn't contain data for 8818-1)
The Claim feature (strip+drop+beamdock) looks awesome, would love to have it on my M7.
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Which pack are you getting CBeam from ? Thats an old bug, supposed to be fixed in the latest pack. If it is the latest pack, I'll recheck it, maybe I forgot to update the text file.
M7's can claim, any ship can.
I didnt see the point in adding beamdock to M7's for 2 slots. Granted it would make docking your M5 a bit easier. I'll consider do it.
M7's can claim, any ship can.
I didnt see the point in adding beamdock to M7's for 2 slots. Granted it would make docking your M5 a bit easier. I'll consider do it.
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I'm using X3TC-Apricot-Cbeam-v1.spk from http://apricotmappingservice.com/X3TCdownloads/
As far as I know that is the only version out there, I might have went to the wrong place to get Cbeam.
As far as I know that is the only version out there, I might have went to the wrong place to get Cbeam.
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- Posts: 441
- Joined: Fri, 17. Nov 06, 21:09
Alright got the Pack (for overall updates to your scripts im using), only thing I wouldn't want would be the spawn 14 apricot ships at game start (Using ATM on ongoing game, and it's a big chunk of scripts, I suppose removing them and the setup script would be ok, and if there are dependencies that wouldn't be use afterwards, what would they be, i noticed some plugman.* scripts, maybe those?).
Also I've noticed that Cbeam (Beam Container) doesn't check if the ship's cargo is full, and I don't know how this works, but it seems the top of the list doesn't get added first (I never saw that 2GJ but I did see that 2000 Energy cells that maxed out my cargo).
I suppose this is a good thing so it doesn't get caught on upgrades that are already installed but in space too, but onto an other point, which is that claiming a ship drops Upgrades too, if it is possible, I would keep them on the ship because those are redundant, not resell-able directly, and get wasted anyway when Cbeaming them up.
I see there is a case for an M7 in the Claim script (but nothing in unbeam.all, forever stuck?), supposed to get beamdockeded up, however never seen it happen, incomplete feature?
Also an other bug I've seen in v1 of Dbeam, unsure if it's still there, would be that Fighter Drones become MK2s ? I don't mind it, but it's somewhat of a cheat.
Anyway, keep up the good work, been using your scripts since I've started playing X3, they are pretty useful.
Also I've noticed that Cbeam (Beam Container) doesn't check if the ship's cargo is full, and I don't know how this works, but it seems the top of the list doesn't get added first (I never saw that 2GJ but I did see that 2000 Energy cells that maxed out my cargo).
I suppose this is a good thing so it doesn't get caught on upgrades that are already installed but in space too, but onto an other point, which is that claiming a ship drops Upgrades too, if it is possible, I would keep them on the ship because those are redundant, not resell-able directly, and get wasted anyway when Cbeaming them up.
I see there is a case for an M7 in the Claim script (but nothing in unbeam.all, forever stuck?), supposed to get beamdockeded up, however never seen it happen, incomplete feature?
Also an other bug I've seen in v1 of Dbeam, unsure if it's still there, would be that Fighter Drones become MK2s ? I don't mind it, but it's somewhat of a cheat.
Anyway, keep up the good work, been using your scripts since I've started playing X3, they are pretty useful.
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Each one of the add derelict is its own script, just remove them, they use nothing else.Sesk wrote:Alright got the Pack (for overall updates to your scripts im using), only thing I wouldn't want would be the spawn 14 apricot ships at game start (Using ATM on ongoing game, and it's a big chunk of scripts, I suppose removing them and the setup script would be ok, and if there are dependencies that wouldn't be use afterwards, what would they be, i noticed some plugman.* scripts, maybe those?).
The plugman scripts are from the additions for hotkey creation and stuff, not specifically my scripts, but bundled. You need them !
True. I've no idea what order the array is retrieved in when the script is run, so the order on the list likely isnt the order the script gets them in.Also I've noticed that Cbeam (Beam Container) doesn't check if the ship's cargo is full, and I don't know how this works, but it seems the top of the list doesn't get added first (I never saw that 2GJ but I did see that 2000 Energy cells that maxed out my cargo).
Also, I rarely ever have a ship with less than 20,000 cargo, so it wasnt really designed for use in standard ships.
I took the check for full out, because the same check looks for installed fittings, and gives a verbal refusal every time its already there and was annoying the hell out of me.
They can always be moved to another ship. Its quite comon for people to keep salvaged ships in a cap ship solely to contain excess fittings they may want later on.I suppose this is a good thing so it doesn't get caught on upgrades that are already installed but in space too, but onto an other point, which is that claiming a ship drops Upgrades too, if it is possible, I would keep them on the ship because those are redundant, not resell-able directly, and get wasted anyway when Cbeaming them up.
Not sure what your asking there. If you target an M7, it will beam on board, and if you use the undock all, it beams off. Same goes for any class of ship.I see there is a case for an M7 in the Claim script (but nothing in unbeam.all, forever stuck?), supposed to get beamdockeded up, however never seen it happen, incomplete feature?
The only restriction in the beaming process is the class of ship your on, and M7 wont beamdock currently, as most only have 2 slots and I didnt see the point really in the extra code.
Thats a featureAlso an other bug I've seen in v1 of Dbeam, unsure if it's still there, would be that Fighter Drones become MK2s ? I don't mind it, but it's somewhat of a cheat.


ThankyouAnyway, keep up the good work, been using your scripts since I've started playing X3, they are pretty useful.

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I guess I misread, I taught it was part of boarding ships onto M7, not the other way aroundNot sure what your asking there. If you target an M7, it will beam on board, and if you use the undock all, it beams off. Same goes for any class of ship.I see there is a case for an M7 in the Claim script (but nothing in unbeam.all, forever stuck?), supposed to get beamdockeded up, however never seen it happen, incomplete feature?
The only restriction in the beaming process is the class of ship your on, and M7 wont beamdock currently, as most only have 2 slots and I didnt see the point really in the extra code.

What ship are you using so enthusiastically like that (20k cargo = TL ?)
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- Joined: Sun, 20. Sep 09, 23:49
Quick question about installing the Apricot Hub plot-Hard mod - I've downloaded the scripts which is am xml file in a folder called "director".
Do I just put that folder in my XT3TC root directory? I can't see how that would work - do I need some kind of mod installer?
I'm on TC 2.1
Edit - let me rephrase, I've upped to 2.5 and enabled scripting by "changing my name" - How can i tell if the script active? I'm part way through and am about to complete the teladinium and really don't want to find I have to collect x-trillion silicon
- sitting by my pc while the game runs without me is not my idea of a good use of electricity 
Do I just put that folder in my XT3TC root directory? I can't see how that would work - do I need some kind of mod installer?
I'm on TC 2.1
Edit - let me rephrase, I've upped to 2.5 and enabled scripting by "changing my name" - How can i tell if the script active? I'm part way through and am about to complete the teladinium and really don't want to find I have to collect x-trillion silicon


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Just unzip into the TC directory, and the folder and file are placed where they need to be.
You dont need the script editor enabled, its not a script.
You will know its working when you see the requirements for the next mission after completing your current one.
So make a save point so you can go back to it in case something is wrong.
Personally, I recommend the medium plot, as the hard one is still very time consuming to complete. Particularly the chips at the end.
You dont need the script editor enabled, its not a script.
You will know its working when you see the requirements for the next mission after completing your current one.
So make a save point so you can go back to it in case something is wrong.
Personally, I recommend the medium plot, as the hard one is still very time consuming to complete. Particularly the chips at the end.