[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06
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- Posts: 423
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Thanks for the reply. I have no other scripts other than the fleet ship support one. Its really too bad this works like that. I can send out ships manually and they seem to do ok. Maybe I could make them all wingmen as a workaround but you lose some of the functionality of this script doing things this way.Lethal Mitch wrote:Never had that happen joel, and I have used the script frequently.
That flying to Kingdom End rings a bell with me somehow. Can't remember where from but sure it wasn't to do with this script. Will keep my eyes peeled. Maybe others might remember.
Any other ship management scripts running?
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- Posts: 423
- Joined: Sat, 27. Dec 03, 18:11
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- Posts: 423
- Joined: Sat, 27. Dec 03, 18:11
Think that's the problem joel.
I have been watching the FCS Mk3 topic as I would like to try it out. There was a problem unistalling version 1.15 as far as I can make out. The author was advising people to install 1.16 on top and then uninstalling. Think there is an uninstaller incorporated in the newer versions. Sorry I'm a bit vague there, it's quite a large topic.
Maybe worth a post in the FCS Mk3 topic. The author posts in the topic often and seems very helpful.
I have been watching the FCS Mk3 topic as I would like to try it out. There was a problem unistalling version 1.15 as far as I can make out. The author was advising people to install 1.16 on top and then uninstalling. Think there is an uninstaller incorporated in the newer versions. Sorry I'm a bit vague there, it's quite a large topic.
Maybe worth a post in the FCS Mk3 topic. The author posts in the topic often and seems very helpful.
Good idea. Thanks for taking the time to help me sort this out. Ill let you know what happens. (ill post it later, im in the middle of a fun fight in loomankstrats!!)Lethal Mitch wrote:Think that's the problem joel.
I have been watching the FCS Mk3 topic as I would like to try it out. There was a problem unistalling version 1.15 as far as I can make out. The author was advising people to install 1.16 on top and then uninstalling. Think there is an uninstaller incorporated in the newer versions. Sorry I'm a bit vague there, it's quite a large topic.
Maybe worth a post in the FCS Mk3 topic. The author posts in the topic often and seems very helpful.
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- Joined: Sat, 27. Dec 03, 18:11
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- Posts: 423
- Joined: Sat, 27. Dec 03, 18:11
yes it was designed for ships but while altering the code for it to allow use on M0/M7 I found there were definitions for different stations, ie shipyard, small ship yard and so on, i was just wondering what the HQ is classed as so I can play about with code to make it work on the HQ, obviously the HQ doesn't have the general menu to change the different options of the carrier commands but this can easily be done through the script editor,
so far i have got the script that sets the carrier as home and rename the ships to work.
so far i have got the script that sets the carrier as home and rename the ships to work.
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
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- Posts: 423
- Joined: Sat, 27. Dec 03, 18:11
- Sandalpocalypse
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- Joined: Tue, 2. Dec 03, 22:28
the phq is classed as a dock....you can also class it as a station owned by player of type headquarters
useing the get array command that would be something like
allphqs = get array of station owned by race: player of class/type: headquarters
not sure on my syntax, but thats what i use with IFTSOS to get all the player headquarters (there is also one that works with ships)
useing the get array command that would be something like
allphqs = get array of station owned by race: player of class/type: headquarters
not sure on my syntax, but thats what i use with IFTSOS to get all the player headquarters (there is also one that works with ships)
Hi,
I REALLY like this script but unfortunately I have a fleet of small ships that don't use this because there aren't M1's. So, I could use a bit of help.
Does anyone know (or can provide detailed descriptions on how I can) how to enable this for the XTM mod?
The ships I'm thinking of specifically are the following:
All the M0's
Argon Griffin
Argon Cerberus
Split Panther
Anyones help would be greatly appreciated.
I REALLY like this script but unfortunately I have a fleet of small ships that don't use this because there aren't M1's. So, I could use a bit of help.
Does anyone know (or can provide detailed descriptions on how I can) how to enable this for the XTM mod?
The ships I'm thinking of specifically are the following:
All the M0's
Argon Griffin
Argon Cerberus
Split Panther
Anyones help would be greatly appreciated.
that can be done in the setup up script, copy and paste a the line in each section and then change the ship class, for M0 from what i remember is hugeship, as for the xtm M7 I think they are classed as m2, well thats from what i remember, M0 option is for definate you may have to play about a bit for the M7's but hey theres only so many classes, lol
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit