[SCRIPT] Shiploot v1.04 (03. Dec. 2009)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Hmmm... found this odd seeing how I have an M1 I'm using currently. Says you can use 3 ships M1 being one of them... now... try to salvage the wreaks using an M1 and... NOTHING happens... apparently M1's can't salvage wreaks even though supposedly they are suppose to with this... also the wreaks are turning up red to me after ships are killed... even if my own ships are killed the wreaks are red to me so it's kinda hard to collect when my ship's turrets are blasting away at the stuff I want to salvage
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- Posts: 393
- Joined: Fri, 26. Dec 03, 13:37
If you disable this script though the AL menu, it will still keep spawning the Wreckage beacons afterwards, even if you delete all the scripts (In which case they become ReadText7401-4).
Was able to fix this by modifing the plugin.mailo.shutdown by adding the following lines to it
It looks like just having the one for SHIPS doesn't remove all the others that were linked in the startup script.
Was able to fix this by modifing the plugin.mailo.shutdown by adding the following lines to it
Code: Select all
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M4 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M3 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M2 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M1 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M6 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M7 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=M8 name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TS name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TM name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TP name='mailo.loot.killsig'
global secondary signal map: remove signal=SIGNAL_KILLED race=null class=TL name='mailo.loot.killsig'
There is a thin line between genius & insanity i have erased this line
Armegeddon's X3 scripts and mods
Armegeddon's X3 scripts and mods
Ouch, thanks, I'll take a look at it ... hopefully I'll get a chance this weekend.
These ship classifications in the script editor are the stuff nightmares are made of ... every time you think you have it finally figured out, something like this happens.
Sorry for being out of touch, had a really tough month at work and a death in the family.
These ship classifications in the script editor are the stuff nightmares are made of ... every time you think you have it finally figured out, something like this happens.
Sorry for being out of touch, had a really tough month at work and a death in the family.
As a personal service to all who try to keep up with my professional work:
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
[ external image ]
My script: Shiploot v1.04 ... loot shipwrecks, collect different loot parts and upgrade your ships!
Mein Skript: Schiffswracks looten v1.04 ... Durchsuche Schiffswracks, sammle Lootteile und verbessere Deine Schiffe!
Possible to set a command to automate the wreck looting?
Kinda annoying to go under 1km range just to loot it in the middle of the battle and watching over 30 wrecks there in a 15km radius.
Whilst I could command another ship to loot spefically those wrecks.
Oh and I love this MOD you've created, brings more interrest into the game
Kinda annoying to go under 1km range just to loot it in the middle of the battle and watching over 30 wrecks there in a 15km radius.
Whilst I could command another ship to loot spefically those wrecks.
Oh and I love this MOD you've created, brings more interrest into the game
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- Posts: 1
- Joined: Mon, 22. Feb 10, 12:12
Need some help.
Have the script where you can hire a mechanic and salvage wrecks. I have him assigned to a ship, just wonder what the next step is to salvaging a wreck?
Not sure if you are still updating or are even open to suggestions but I noticed you are still trying to implement "Ultimate Mechanic" via a plot and perhaps still figure out what you want the "Ultimate Mechanic" to do.
Well here is my thought, once you get the plot finished the reward is that the Ultimate Mechanic can implement one of two optional upgrades into one ship; A) The mechanic can add any one weapon platform to the ship as long as the cargo bay can contain it. As well as install ONE of the chosen weapons. B) The mechanic can add two shield generators of the maximum variety allowed onto a chosen ship (ie current shielding is 5x 200MJ, with upgrade 7x 200MJ).
Well here is my thought, once you get the plot finished the reward is that the Ultimate Mechanic can implement one of two optional upgrades into one ship; A) The mechanic can add any one weapon platform to the ship as long as the cargo bay can contain it. As well as install ONE of the chosen weapons. B) The mechanic can add two shield generators of the maximum variety allowed onto a chosen ship (ie current shielding is 5x 200MJ, with upgrade 7x 200MJ).
- TheCoolSideofthePillow
- Posts: 243
- Joined: Wed, 22. Sep 10, 10:27
Couple problems with this mod.
First and foremost, with how the wreckage is generated. Every little beacon, even dropped by non-hostile ships enemy AI destroyed, are hostile so they end up getting blasted by my ship's turrets.
Second, because of this I just wanted to turn it off but it keeps turning itself back on :/
First and foremost, with how the wreckage is generated. Every little beacon, even dropped by non-hostile ships enemy AI destroyed, are hostile so they end up getting blasted by my ship's turrets.
Second, because of this I just wanted to turn it off but it keeps turning itself back on :/
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- Posts: 2
- Joined: Tue, 19. Jul 11, 18:22
Where do you copy the code
Where do you copy the code? Also do you leave all the other files in there?
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- Posts: 2
- Joined: Tue, 19. Jul 11, 18:22
ReadText 7401
I cannot stop ships from dropping these stupid wrecks everywhere and its causing huge problems in the game because there are now like 300 wrecks per sector.
I followed the instructions for uninstalling but to no avail. Please help!
I followed the instructions for uninstalling but to no avail. Please help!
@jocan2003
Malio's shiploot is an optinal script set in our Mod http://forum.egosoft.com/viewtopic.php?t=250104%5B//url
You can download the mod and just use malio's shiploot as it's in it's own folder. I don't know of any other source for this other than ours.
Hope this helps...
Malio's shiploot is an optinal script set in our Mod http://forum.egosoft.com/viewtopic.php?t=250104%5B//url
You can download the mod and just use malio's shiploot as it's in it's own folder. I don't know of any other source for this other than ours.
Hope this helps...
Still life in the old dog yet...
One tweek
Im flying around in a Astraeus Hauler Corvette and I really would like to be able to assign a Mechanic to that ship. Could you release an update to allow this. My goal is to download mods that make X3TC more realistic and with a ship that big, it has plenty of space for a Mechanic Shop and Mechanic to repair and upgrade.
Thanks
Thanks