[SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

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wmcdannell
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by wmcdannell » Tue, 9. Apr 24, 00:46

TECSG wrote:
Mon, 8. Apr 24, 17:08
Is that the ship debris to the west of your initial starting position (Boron Scientist scenario)?
Yep, that's the one.
AKA Toazd on Nexus mods and Steam

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TECSG
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Re: [SCRIPT] Salvage Command Suite V4.11 [29/12/2012]

Post by TECSG » Tue, 9. Apr 24, 02:49

Okay, may have found the issue...

It appears that the jump command no longer works when jumping from the NULL sector to the Player's sector. I think it's something to do with most of the jumping being disabled. So the Salvager ships that are created in the NULL sector and *should* then jump in, can't jump.

I'll see if I can write a workaround (and retain backwards compatibility with TC/AP too!)...

I'd prefer not to have them just 'appear' out of thin space with no jump-flash as that would look awful.

This may also be the cause of the script prompt you are getting as the ship the script is supposed to run on doesn't exist post-jump.

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