[AL] [18.04.2011] Operating Costs [3.1.4]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
UPDATE
11.08.2010 – 3.1.3
- repaired bug in station management - account
calling Accounts while a new station is added to complex will result in game hanging up - repaired.
-repaired bug with building complexes
when adding a station to complex all scripts get closed. this scripts didn't restart. now they do.
11.08.2010 – 3.1.3
- repaired bug in station management - account
calling Accounts while a new station is added to complex will result in game hanging up - repaired.
-repaired bug with building complexes
when adding a station to complex all scripts get closed. this scripts didn't restart. now they do.
it seems you haven't installed the t-file 7011-0044.xml
Do you use X3TC in englisch or an other language?
If you use an other language then english or german maybe it will get solved by copying the t-file, rename it to 7011-0xxx.xml (change xxx to your country code)
then open the t-file with editor and change in first line 44 to your country code.
sorry for late answere, i had holiday and wasn't at home.
Do you use X3TC in englisch or an other language?
If you use an other language then english or german maybe it will get solved by copying the t-file, rename it to 7011-0xxx.xml (change xxx to your country code)
then open the t-file with editor and change in first line 44 to your country code.
sorry for late answere, i had holiday and wasn't at home.
This plugin starts a looping script on every station you have, so there should be a lot of them.
There should be only one task used on every station (normaly 100 or 101)
These scripts have a looping time of 5 minutes. in every loop they are checking if the plugin is activated or not.
5 minutes after deactivating the plugin in al-menu all loops/tasks should be killed.
If you still find any of them (shouldn't happen) try to change the status of ship/station. (activate or deactivate)
After this there should really no script running from this one and you can delete the scripts in your script-folder.
Local variables on stations and a global array will still remain, even the hotkey and commands in menu's.
I haven't included a uninstall-script for these up to now.
There should be only one task used on every station (normaly 100 or 101)
These scripts have a looping time of 5 minutes. in every loop they are checking if the plugin is activated or not.
5 minutes after deactivating the plugin in al-menu all loops/tasks should be killed.
If you still find any of them (shouldn't happen) try to change the status of ship/station. (activate or deactivate)
After this there should really no script running from this one and you can delete the scripts in your script-folder.
Local variables on stations and a global array will still remain, even the hotkey and commands in menu's.
I haven't included a uninstall-script for these up to now.
Update
18.04.2010 – 3.1.4
- repaired bug with loosing shields after building complex
- added station inspection to station management
In german forum someone found a bug:
If you add an inactive station with lost shields to a complex the station will never regain its shields, even after reaktivating.
This happened cause all running scripts will get terminated by egosoft if a station is added to complex. reinitialisation of added stations countet shileds as 0, so they will never add shields again.
Now they wount get counted again, so the former number will stay.
If you have a station with 0 shields cause of this bug please run station inspection on these station. Shield count will set to 10 (standart-value for most stations)
After this deactivate station and reactivate it after 10 minutes. This should bring your shileds back to Action.
18.04.2010 – 3.1.4
- repaired bug with loosing shields after building complex
- added station inspection to station management
In german forum someone found a bug:
If you add an inactive station with lost shields to a complex the station will never regain its shields, even after reaktivating.
This happened cause all running scripts will get terminated by egosoft if a station is added to complex. reinitialisation of added stations countet shileds as 0, so they will never add shields again.
Now they wount get counted again, so the former number will stay.
If you have a station with 0 shields cause of this bug please run station inspection on these station. Shield count will set to 10 (standart-value for most stations)
After this deactivate station and reactivate it after 10 minutes. This should bring your shileds back to Action.
This MOD is great!
I use as one of my favorites.
But I do not know how much to take a credit every time.
I think that may be made to understand by using hot key!
Then I think, to be a reality even when consumed in small portions while sailing normal cell energy. (However, it should be now be switched ON / OFF is this good)
I hope!
I use as one of my favorites.
But I do not know how much to take a credit every time.
I think that may be made to understand by using hot key!
Then I think, to be a reality even when consumed in small portions while sailing normal cell energy. (However, it should be now be switched ON / OFF is this good)
I hope!
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- Posts: 4690
- Joined: Thu, 22. Jan 09, 17:49
Anybody ever tried this with AP?
Trapper Tim's Guide to CLS 2
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!
On Her Majesty's Secret Service-Dead is Dead, and he is DEAD
Not a DiD, so I guess it's a DiDn't, the story of my first try at AP
Part One, in progress
HEY! AP!! That's new!!!