[SCRIPT] Mass-Driver Ammo Generator V1.01 : Update 22/07/2006
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 137
- Joined: Sun, 9. Jan 05, 21:58
perhaps you could make a paranid cloaking device...requirements should be nividium to power it so it would be only good for xl ships or better but would be great for sneaking freighters through dangerous sectors and make it possible to buy nividium at all paranid trading docks and the cloaking device upgrade could be sold in the eq dock in paranid primeCycrow wrote:coz hardly any of my scripts had upgrades from the paranid so i thought they were being left out
-
- Posts: 76
- Joined: Mon, 20. Aug 07, 05:57
-
- Posts: 908
- Joined: Mon, 5. Jun 06, 08:26
I noticed a ship can carry multiple units, are the effects cumulative.Cycrow wrote: This device will generator ammo for your mass driver over time, it will generate upto a max of 5 ammo in your cargo hold.
It takes 5 minutes for each ammo to be generated.
ex: If I equip a ship with 6 mass drivers and 6 mass driver ammo generators would I get 6 ammos every 5 minutes or still just the one.
I think I already know the answer I just wanted to make sure.
-
- Posts: 1521
- Joined: Mon, 20. Dec 04, 23:23
Hello again Cycrow. Back to bother you!
OK. The last time I tried this script I had a readtext error and could not figure out why. I have since installed it again and get the same problem. However since I kinda know what I'm doing now, I think I have figured out what the problem was. Although I am still in need of your help to fix it. If you have the time that is.
Anywayz I did say previously that the t file 447550 was present in the t folder. However I did not think to actually open it to have a look at the actual code. I found this
in the actual t file instead of:
Which is what should be in the t file to get the Mass Driver Ammo Generator to display correctly. My problem is, obviously, how do I fix it? Would it just be a case of copying the content from your t file over into my t file? Should those things even be in that t file? (I do use the auto fright scan script) Or is it not that simple?
Again. any help appreciated

OK. The last time I tried this script I had a readtext error and could not figure out why. I have since installed it again and get the same problem. However since I kinda know what I'm doing now, I think I have figured out what the problem was. Although I am still in need of your help to fix it. If you have the time that is.
Anywayz I did say previously that the t file 447550 was present in the t folder. However I did not think to actually open it to have a look at the actual code. I found this
Code: Select all
<?xml version="1.0" encoding="utf-8" ?>
<language id="44">
<page id="2008" title="Script Command Names" descr=" ">
<t id="1245">CMD_ACTIVATE_AUTOJUMPAWAY_V3</t>
<t id="1248">CMD_DEACTIVATE_AUTOJUMPAWAY_V3</t>
<t id="1247">CMD_CYCLE_AUTOFREIGHTSCAN_V2</t>
</page>
<page id="2010" title="Command Long Names" descr=" ">
<t id="1245">Activate Auto Jump Away V3</t>
<t id="1248">DEActivate Auto Jump Away V3</t>
<t id="1247">Cycle Auto Freight Scan V2</t>
</page>
<page id="2011" title="Command Short Names" descr=" ">
<t id="1245">AAJA</t>
<t id="1248">De.AAJA</t>
<t id="1247">CAFS</t>
</page>
<page id="2022" title="Infoz!" descr=" ">
<t id="1245">This command allows a ship to automatically jump away from danger instantly within the same sector. The distance and direction are random. This is due to the fact that you are hotwiring your jump drive!</t>
<t id="1248">Stops the autopilot from continuing to ready the jump drive</t>
<t id="1247">With a freight scanner and special command software your ship can auto scan any other ships nearby to locate criminals.</t>
</page>
</language>
Code: Select all
<?xml version="1.0" encoding="UTF-8" ?>
<language id="44">
<page id="17" title="mass driver generator">
<t id="11363">Mass-Driver ammo Generator</t>
</page>
<page id="7550" title="mass driver generator">
<t id="1">Enable Mass Driver Ammo Generator</t>
</page>
</language>
Again. any help appreciated

-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
i think the problem is y you have something else in the file.
most likly, someone else's script is using the same filename, which is causing a conflict.
which means that both scripts will not function together.
you could simply put the correct contents into that file, but that will end up breaking the other script.
you should be able to find out using the game resources section in the plugin manager.
it should display what scripts are using the same text files
most likly, someone else's script is using the same filename, which is causing a conflict.
which means that both scripts will not function together.
you could simply put the correct contents into that file, but that will end up breaking the other script.
you should be able to find out using the game resources section in the plugin manager.
it should display what scripts are using the same text files
-
- Posts: 1521
- Joined: Mon, 20. Dec 04, 23:23
Not that I can remember. I've always used the PM.
I think the problem is, I have fiddled with command slots for the script that is using the same t file as you. I think. It was conflicting with other scripts, so I changed the command slot. Seemed to work
I know which one it is, so I have put a post in the thread in question. Wether or not the author is still around to change it to a different t file, I dont know. Probably the only way it will get fixed. Unless I can learn how to script and do it myself.
I think the problem is, I have fiddled with command slots for the script that is using the same t file as you. I think. It was conflicting with other scripts, so I changed the command slot. Seemed to work
I know which one it is, so I have put a post in the thread in question. Wether or not the author is still around to change it to a different t file, I dont know. Probably the only way it will get fixed. Unless I can learn how to script and do it myself.
-
- Posts: 167
- Joined: Sun, 23. Jan 05, 15:23
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
-
- Posts: 297
- Joined: Fri, 8. Jul 11, 23:56
-
- Posts: 99
- Joined: Fri, 2. Oct 09, 06:40
So I have a question...
In order to use most of these scripts/mods (I haven't the slightest clue how to enable scripts, it looks complicated), I have to select "Modified" mode in settings.
It then warns me I can't upload my stats/etc. to Egosoft. Is this a major detriment or does nobody care and everybody is using this mod manager thing regardless?
In order to use most of these scripts/mods (I haven't the slightest clue how to enable scripts, it looks complicated), I have to select "Modified" mode in settings.
It then warns me I can't upload my stats/etc. to Egosoft. Is this a major detriment or does nobody care and everybody is using this mod manager thing regardless?
-
- Posts: 297
- Joined: Fri, 8. Jul 11, 23:56
-
- Posts: 99
- Joined: Fri, 2. Oct 09, 06:40
-
- Posts: 1521
- Joined: Mon, 20. Dec 04, 23:23
Never have the Plugin Manager open, when you run the game!Mr_Blastman wrote:Do you have to launch the game with the script editor (cycrows program) or just have it loaded under windows?
Correct. However to prevent pollution of Cycrows thread, I shall direct you hereMr_Blastman wrote:Or are you talking about in the game itself? If it is in the game, how do you do that?