Hotkey manager from Cycrow?apricotslice wrote:That sounds like the hotkey manager isnt working. Try reinstalling both scripts.
Script - Marine Transporter
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Thanks Apricot!apricotslice wrote:No, Cycrows hotkey manager. His hotkey scripts all use it. As do mine now.
Edit. Cycrow's hotkey manager still didn't help. I also tried Graxster's hotkey remover, that didn't work either, even when I did an emergency hotkey removal to purge all custom hotkeys the beam marines bindings remained.
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This script works an absolute dream. First time I've managed to cap a ship (M6 Centaur). The marines are always so simple minded that they can never get to the ship. Either that or I am being incredibly stupid and missing something.
In either case, I'm using this script from now on!
The script doesn't seem to make a hotkey on its own, so I made my own. You can steal it if you want
I use a parameter in my hotkey scripts to allow for easy install or uninstall. Just choose Yes for install or No for uninstall. You will have to run it from the script editor.
The basic jist of it:
In either case, I'm using this script from now on!
The script doesn't seem to make a hotkey on its own, so I made my own. You can steal it if you want

I use a parameter in my hotkey scripts to allow for easy install or uninstall. Just choose Yes for install or No for uninstall. You will have to run it from the script editor.
The basic jist of it:
Code: Select all
001 $Hotkey.Transport.Boarder = 'Hotkey.Transport.Boarder'
002
003 if $install == [TRUE]
004 * Install the hotkey
005 if not get global variable: name=$Hotkey.Transport.Boarder
006 $key = register hotkey 'Transport Marines' to call script zz.board.beammarines
007 set global variable: name=$Hotkey.Transport.Boarder value=$key
008 end
009 else
010 * Uninstall the hotkey
011 $key = get global variable: name=$Hotkey.Transport.Boarder
012 unregister hotkey $key
013 set global variable: name=$Hotkey.Transport.Boarder value=null
014 end
015 return null
Last edited by Knossos on Sun, 26. Apr 09, 11:10, edited 1 time in total.
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Knossos,
when I went to your link I got this error message:
when I went to your link I got this error message:
Any ideas?Page Not Found
Accessed from: http://forum.egosoft.com/viewtopic.php? ... c&start=45
Your IP: 76.240.228.36
The page you accessed: /errordocs/404.shtml
Your browser: Mozilla/4.0 (compatible; MSIE 6.0; Windows NT 5.1; SV1; .NET CLR 1.0.3705; .NET CLR 2.0.50727; .NET CLR 1.1.4322; yplus 5.1.04b)
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Interestingly I swear a lot of my marines are getting blown up by being transported into the hull of the enemy ship.
(they jump and a massive boom ensues, I could be wrong, but im sure the boom is the sound of my marines impacting on the hull)
I changed the script so it transports the marines 5 units Y-ward, in an attempt to nullify this. So far I have tested it on one ship and all 5 marines boarded with no problems. I'm gonna be doing some more tests, and if it seems right i'll point out what I changed in the script. It shouldn't be difficult for you to find yourselves if you know how to code. Or maybe the OP could change the SPK.
(they jump and a massive boom ensues, I could be wrong, but im sure the boom is the sound of my marines impacting on the hull)
I changed the script so it transports the marines 5 units Y-ward, in an attempt to nullify this. So far I have tested it on one ship and all 5 marines boarded with no problems. I'm gonna be doing some more tests, and if it seems right i'll point out what I changed in the script. It shouldn't be difficult for you to find yourselves if you know how to code. Or maybe the OP could change the SPK.
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Prologue
Thanks to the original mastermind behind this script. I love it
I made some changes to make the script more friendly and less likely to make your marines go boom. I have only tested this a few times in controlled 1v1 environments and I haven't had any marines go boom (outside the ship at least, inside is a different story! xD).
SPK
[ external image ]
Scripts RAR archived
[ external image ]
Changes
☼ Stopped the script adding to the log for each individual marine. Will now only make one entry.
☼ Added 30 units in the Y-axis to avoid astronaut collisions.
☼ Added an install script (this will run automagically).
☼ Added an uninstall script (needs to be ran manually in the script editor).
Thanks to the original mastermind behind this script. I love it

I made some changes to make the script more friendly and less likely to make your marines go boom. I have only tested this a few times in controlled 1v1 environments and I haven't had any marines go boom (outside the ship at least, inside is a different story! xD).
SPK
[ external image ]
Scripts RAR archived
[ external image ]
Changes
☼ Stopped the script adding to the log for each individual marine. Will now only make one entry.
☼ Added 30 units in the Y-axis to avoid astronaut collisions.
☼ Added an install script (this will run automagically).
☼ Added an uninstall script (needs to be ran manually in the script editor).
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Does anyone have any advice on how to remove the duplicated hotkeys that remain from version 02?Rhadamant wrote:Edit. Cycrow's hotkey manager still didn't help. I also tried Graxster's hotkey remover, that didn't work either, even when I did an emergency hotkey removal to purge all custom hotkeys the beam marines bindings remained.
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They dont effect anything. They dont need to be removed.
The only effect is making the list messy.
The only way I've found so far is a new game start once the script doing the duplication has been fixed.
Most of the problem I think is that the duplications are stored in the save games, not in the program itself.
The only effect is making the list messy.
The only way I've found so far is a new game start once the script doing the duplication has been fixed.
Most of the problem I think is that the duplications are stored in the save games, not in the program itself.
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I've done some more tests and it all seems to be working fine now.
Only thing I may change is making some software you can buy that will do it, instead of having it from the get-go.
Only thing I may change is making some software you can buy that will do it, instead of having it from the get-go.
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Changed the setup file and renamed it to setup.beam.marine
It will now use the plugin managers internal hotkey manager
to add the hotkey ''Marine Beam Target''
I'm using version v0.04 that Nicoman uploaded for us, great script
mr laurie / Knossos
edit : if anyone is interested i also have the VC Teleport Boarding script (http://forum.egosoft.com/viewtopic.php?p=3084947)
which beam marines directly into ship (bypasses the hull). Just give me a PM.
It will now use the plugin managers internal hotkey manager
to add the hotkey ''Marine Beam Target''
I'm using version v0.04 that Nicoman uploaded for us, great script
mr laurie / Knossos
Code: Select all
<?xml version="1.0" standalone="yes" ?>
<?xml-stylesheet href="x2script.xsl" type="text/xsl" ?>
<script>
<name>setup.beam.marine</name>
<version>1</version>
<engineversion>44</engineversion>
<description>Hotkey for beam marine</description>
<arguments>
</arguments>
<sourcetext>
<line linenr="001" interruptable="@" indent=""><var>=</var><var>[THIS] -></var><text> call script </text><call>plugin.hotkeymanager.add</call><text> : </text><text> Hotkey Name ID=</text><var>'hotkey.marine.beam'</var><text> </text><text> Display Text=</text><var>'Marine Beam Target'</var><text> </text><text> Hotkey Script=</text><var>'zz.board.beammarines'</var></line>
<line linenr="002" indent=""><text>return </text><var>null</var></line>
<line linenr="003" indent=""></line>
</sourcetext>
<codearray>
<sval type="array" size="10">
<sval type="string" val="setup.beam.marine"/>
<sval type="int" val="44"/>
<sval type="string" val="Hotkey for beam marine"/>
<sval type="int" val="1"/>
<sval type="int" val="0"/>
<sval type="int" val="0"/>
<sval type="array" size="2">
<sval type="array" size="12">
<sval type="int" val="102"/>
<sval type="string" val="plugin.hotkeymanager.add"/>
<sval type="int" val="-2147483647"/>
<sval type="int" val="131075"/>
<sval type="int" val="1"/>
<sval type="int" val="3"/>
<sval type="int" val="5"/>
<sval type="string" val="hotkey.marine.beam"/>
<sval type="int" val="5"/>
<sval type="string" val="Marine Beam Target"/>
<sval type="int" val="5"/>
<sval type="string" val="zz.board.beammarines"/>
</sval>
<sval type="array" size="3">
<sval type="int" val="103"/>
<sval type="int" val="0"/>
<sval type="int" val="0"/>
</sval>
</sval>
<sval type="int" val="0"/>
<sval type="array" size="1">
<sval type="array" size="2">
<sval type="int" val="2"/>
<sval type="int" val="2"/>
</sval>
</sval>
<sval type="int" val="0"/>
</sval>
</codearray>
</script>
which beam marines directly into ship (bypasses the hull). Just give me a PM.