Adding extra guns to HCP

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Hamburglar
Posts: 18
Joined: Sun, 20. May 12, 07:31
x3ap

Adding extra guns to HCP

Post by Hamburglar » Mon, 4. Aug 14, 23:22

Just wanting to add some more main guns to my Heavy Centaur Prototype.

I've edited the TShips file and change "number of laser parts" on each main gun to 2, which gives me 12 main guns without having to edit the scene file.

Works great but it screws up all my turrets. They have an unusable IRE stuck in each turret weapon slot that wont fire and can't be changed.

Any hints where I'm going wrong?

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ubuntufreakdragon
Posts: 5195
Joined: Thu, 23. Jun 11, 14:57
x4

Post by ubuntufreakdragon » Tue, 5. Aug 14, 13:18

Any hints where I'm going wrong?
Nothing, you had done the modding right, but your old save doesn't know the new Turrets, you have to fix that via Script by destroying all Ships of Type Heavy Centaur Prototype and respawning your own ones.
Lucikes Comandlib contains a script called lib.le.clone.ship which does most of this work.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

Hamburglar
Posts: 18
Joined: Sun, 20. May 12, 07:31
x3ap

Post by Hamburglar » Fri, 8. Aug 14, 03:04

Yep, that fixed it. Thank you for your help!

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