1.4 and scripts

The place to discuss scripting and game modifications for X²: The Threat.

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jimbob35
Posts: 92
Joined: Sat, 7. Feb 04, 10:32
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1.4 and scripts

Post by jimbob35 »

I have Patrol 3.0 and station accountant 3.5 i think.

Does anyone know if upgrading to 1.4 will affect these? will i even be able to upgrade?
Also, if its not possible to upgrade with scripts installed is it then possible to remove the scripts? as i heard they are embedded into your save games.

thanks, sorry for all the ??s!
CBJ
EGOSOFT
EGOSOFT
Posts: 54300
Joined: Tue, 29. Apr 03, 00:56
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Post by CBJ »

Moved to the scripting forum. However, no-one is going to know the answer until 1.4 is released. ;)
blackspell
Posts: 128
Joined: Sat, 6. Mar 04, 20:18
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Post by blackspell »

first all those panic on TP threads, now one on scripting..

it everbody getting paranoid on 1.4 ??
just a bit of patience plz - you will get your answers as soon as it's released, but not one day sooner
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Kailric
Posts: 985
Joined: Sun, 7. Dec 03, 05:15
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Re: 1.4 and scripts

Post by Kailric »

jimbob35 wrote:I have Patrol 3.0 and station accountant 3.5 i think.

Does anyone know if upgrading to 1.4 will affect these? will i even be able to upgrade?
Also, if its not possible to upgrade with scripts installed is it then possible to remove the scripts? as i heard they are embedded into your save games.

thanks, sorry for all the ??s!
I tested this and this is how it worked for me....

User made scripts are not loaded into an unmodified game (no Modifeid Logo at top left of screen). So patching with 1.4 and you only have scripts installed prolly want hurt a thing. And when you load a saved game thats not modified same thing applys..only sighned scripts are loaded. So in order to get user made scripts to run you have to start the Script Editor. Thats the way if worked for me. Now if running mods that will be different.
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