[SCR] Missile Defense Mk2 (v2.28 - 17.12.11)
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http://www.hentschke-keramik.de/rmh/msl_def_mk2_adv.zip
I'm getting a problem downloading this, is the link broken?
I'm getting a problem downloading this, is the link broken?
The only reason I can think of is that MD Mk2 is not compatible with Roger's EES / Changeling.creidiki wrote:Hmm, the AL plugin never appears in my game ... all the files are there, everything else works, how can I check what's wrong?
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
You can delete the first 5 lines in setup.plugin.gz.missile.def.mk2.
According to Roger, that will break his script. Don't ask me why because I don't even know what his script does. Not my problem.
According to Roger, that will break his script. Don't ask me why because I don't even know what his script does. Not my problem.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Ok, I read the relavant, and bewildering, posts.
I don't think this is related, That should not prevent the MdMK2 AL Plugin from appearing in the AL Plugin list. Short of lengthy script-by-script testing to see what's interfering, is there any way I can find out what's causing that?
I don't think this is related, That should not prevent the MdMK2 AL Plugin from appearing in the AL Plugin list. Short of lengthy script-by-script testing to see what's interfering, is there any way I can find out what's causing that?
I am not as think as you drunk I am.
You could... delete the first 5 lines in setup.plugin.gz.missile.def.mk2.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
You're welcome! =P
It would be a tiny bit unfair to use MARS and not even allow the AI ships to defend themselves. Mostly that just fixes several bugs and updates the Reunion-style MD script to the TC environment.
It would be a tiny bit unfair to use MARS and not even allow the AI ships to defend themselves. Mostly that just fixes several bugs and updates the Reunion-style MD script to the TC environment.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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.
One probably silly question:
There is no actual difference in menus weather you use this script or not is it? All commands are the same? Only by that mentioned AI life menu you can detect that MD MK2 is actually in game, right?
Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
One probably silly question:
There is no actual difference in menus weather you use this script or not is it? All commands are the same? Only by that mentioned AI life menu you can detect that MD MK2 is actually in game, right?
Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
Yes.deca.death wrote:All commands are the same?
I saw no reason to offer the bugged scripts as an alternative option.
Possible? Of course.Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
I never used that script.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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That's what I'd have expected but I cannot dismiss the potential of incompatibilities out of hand because there are no technical limits to the degree of how much one script can mess with another's objects or tasks.deca.death wrote:So basically you don't know. :)
Just to inform you: people that do use them together say that they coexist fine :D
That's why you hardly ever get a useful answer to this question about any script period. =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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- Joined: Mon, 28. Feb 11, 19:50
Oh but of course. Something like that is implied by default ; )Gazz wrote: That's what I'd have expected but I cannot dismiss the potential of incompatibilities out of hand because there are no technical limits to the degree of how much one script can mess with another's objects or tasks.
Exactly, except when you get "NO WAY YOU SHOULDN'T DO IT!" answer. That's quite definite : )That's why you hardly ever get a useful answer to this question about any script period. =P
But of course you would never want to use a turret script other than mine!
I thought that was implied so the entire issue is rather puzzling!
I thought that was implied so the entire issue is rather puzzling!
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Just like that.
Restart the turret script...
Restart the turret script...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.