instead of creating new ones.
I've checked out the tutorials on creating wares but i can't get custom wares to work. - sorry if the info is already in this thread.. i've gone through a lot of the pages but.. there's a lot.

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i havn't looked at the code for awhile, but i think its simply a random value to weather it hits or notGazz wrote:Like jlehtone said, missile objects do not exist OOS, therefore you can not intercept them.
When fired, they hit instanteous at any range.
However, missiles do not automatically hit. I don't know the responsible variables but a missile fired OOS hits... sometimes.
It's black magic just like the OOS laser fire results.
I really want to avoid the murky world of mods and their incompatibilities. Besides, there *has* to be an easier way, I don't like giving up on things so easily...jlehtone wrote:@ThisIsHarsh: Why not an edit of TJobs to make the Xenon run the right script all along?
u need to turn race logic off if u want to use a different scripts, otherwise the jobs engine will will either kill it or restart its original taskThisIsHarsh wrote:I really want to avoid the murky world of mods and their incompatibilities. Besides, there *has* to be an easier way, I don't like giving up on things so easily...jlehtone wrote:@ThisIsHarsh: Why not an edit of TJobs to make the Xenon run the right script all along?
Aha! Nice one, thanks a lot for that!Cycrow wrote:u need to turn race logic off if u want to use a different scripts, otherwise the jobs engine will will either kill it or restart its original taskThisIsHarsh wrote:I really want to avoid the murky world of mods and their incompatibilities. Besides, there *has* to be an easier way, I don't like giving up on things so easily...jlehtone wrote:@ThisIsHarsh: Why not an edit of TJobs to make the Xenon run the right script all along?
jsut set the race logic to false on the ship and it should just follow your script instead. As it still has a job id it should still remain in the jobs list quota
I'm having trouble finding the text files jlehtone is refering to. Can anybody point me in the right direction?jlehtone wrote:@ladyboy: The names of wares are in text files. However, use of custom wares may still be a better alternative. Look at the EMP mod, if you haven't already.
The only way I found is to overwrite it with your own preload script. I had to do this when overwriting a stock script that had a preload.Litcube wrote:How do you remove a preload script from a command?
Once and stored in savegame, which makes thing totally bunk if you accidentaly use the wrong preload. Using a fake script isn't an elegant solution, really. If your regular keymap script requires arguments, that fake script has to be designed in such a way so as to work with it.jlehtone wrote:When is the preload script assigned to command? Once and stored in savegame, or during every load?