[SCR] Missile Defense Mk2 (v2.28 - 17.12.11)

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garrry34
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Post by garrry34 » Tue, 31. May 11, 21:22

gazz tbh lol I run with the policy you don't ask you don't get, dont get me wrong i wasn't dissing this script, I wouldn't play without it, I like to keep things simple so I don't use mars...
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creidiki
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Post by creidiki » Tue, 12. Jul 11, 19:31

Hmm, the AL plugin never appears in my game ... all the files are there, everything else works, how can I check what's wrong?
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Moonrat
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Post by Moonrat » Tue, 12. Jul 11, 20:06

http://www.hentschke-keramik.de/rmh/msl_def_mk2_adv.zip

I'm getting a problem downloading this, is the link broken?

garrry34
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Post by garrry34 » Tue, 12. Jul 11, 21:34

there's only one version now, download the other one...

I've been having that problem to, weird thing is if I install the previous adv version over it shows up then lol...
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Gazz
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Post by Gazz » Tue, 12. Jul 11, 22:50

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?
The only reason I can think of is that MD Mk2 is not compatible with Roger's EES / Changeling.
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creidiki
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Post by creidiki » Wed, 13. Jul 11, 11:46

... that's not good ...

Can I make it compatible?

Does EES mess up the MDMK2 included in MARS as well?
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Gazz
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Post by Gazz » Wed, 13. Jul 11, 12:12

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.
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creidiki
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Post by creidiki » Wed, 13. Jul 11, 13:55

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?
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Gazz
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Post by Gazz » Wed, 13. Jul 11, 16:53

You could... delete the first 5 lines in setup.plugin.gz.missile.def.mk2.
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creidiki
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Post by creidiki » Wed, 13. Jul 11, 17:12

I just looked at the script ...

:oops:

Imma go away in shame now, keep making awesome scripts man :D
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valerria
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Post by valerria » Thu, 13. Oct 11, 01:45

I JUST realized that this, installed as part of MARS, is what made BPs and M7M nearly worthless in my game. Great job! :)

I was like why's that all the capping guides make it seem so easy while my pods were always shot down? Were they playing a different game?! Turns out they were.

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Gazz
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Post by Gazz » Thu, 13. Oct 11, 07:33

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.
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deca.death
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Post by deca.death » Thu, 20. Oct 11, 20:10

.

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?

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Gazz
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Post by Gazz » Thu, 20. Oct 11, 21:30

deca.death wrote:All commands are the same?
Yes.
I saw no reason to offer the bugged scripts as an alternative option.

Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
Possible? Of course.
I never used that script.
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deca.death
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Post by deca.death » Thu, 20. Oct 11, 21:34

Gazz wrote: Possible? Of course.
I never used that script.
So basically you don't know. :)

Just to inform you: people that do use them together say that they coexist fine :D

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Gazz
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Post by Gazz » Thu, 20. Oct 11, 21:40

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 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.

That's why you hardly ever get a useful answer to this question about any script period. =P
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deca.death
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Post by deca.death » Thu, 20. Oct 11, 21:52

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.
Oh but of course. Something like that is implied by default ; )
That's why you hardly ever get a useful answer to this question about any script period. =P
Exactly, except when you get "NO WAY YOU SHOULDN'T DO IT!" answer. That's quite definite : )

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Gazz
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Post by Gazz » Thu, 20. Oct 11, 21:59

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!
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Nemesis_87
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Post by Nemesis_87 » Sat, 29. Oct 11, 17:56

Hi, just a quick question, how do i restart the turret script seeing i installed this script after i have already been playing(using the standard turret script)

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Gazz
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Post by Gazz » Sat, 29. Oct 11, 19:10

Just like that.
Restart the turret script...
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