Sorry. Link upgraded (btw you can use the package upgrade feature of XScript Installer )D_Zorro wrote:A quick question ?? when i download the spk of the front page, it says version 1.22 not version 1.23 ?? Am i missing something here ???
[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06
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X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
Anarkis Gaming HQ
Independent Game Development
X3 Scripting and Modding Station
This is a great script
I actually use Observe's Mobile Fortress(M0). At the moment I have 1 Colossus, 2 Titans, 1 Hercules, 2 Centaurs, 1TP, 11 TS's and 22 Fighters all home based to the M0. When I select the number of defence ships for my Defence Wing, it randomly selects various ship types. Whilst I'm ok with the Cap Ships being part of the Defence Wing, I just need to figure out how to stop the TL, TP and TS's from going out as well.
Any ideas on how I can stop the non-combatant ships from being part of the Defence Wing(or even the Attack Wing for that matter)?
I actually use Observe's Mobile Fortress(M0). At the moment I have 1 Colossus, 2 Titans, 1 Hercules, 2 Centaurs, 1TP, 11 TS's and 22 Fighters all home based to the M0. When I select the number of defence ships for my Defence Wing, it randomly selects various ship types. Whilst I'm ok with the Cap Ships being part of the Defence Wing, I just need to figure out how to stop the TL, TP and TS's from going out as well.
Any ideas on how I can stop the non-combatant ships from being part of the Defence Wing(or even the Attack Wing for that matter)?
Another one bites the dust!!
DarthVain
DarthVain
Yet another thing:
When a wing of ships is launched against a target, it appears that there is a wingleader, and then a number of other ships set to attack the wingleader's target.
Would it be possible to rename the ships as they are launched, to indicate the wing (a number would be fine, tho the names are running out of space fast)? And along with that, mark which of them is the leader? That way, if we wanted to give the wing a new attack target, we could at least select the wing leader, and tell him to attack our next intended target.
Unless of course, there's already an easy way to do this without telling the wing to return to base and I'm just missing it.
When a wing of ships is launched against a target, it appears that there is a wingleader, and then a number of other ships set to attack the wingleader's target.
Would it be possible to rename the ships as they are launched, to indicate the wing (a number would be fine, tho the names are running out of space fast)? And along with that, mark which of them is the leader? That way, if we wanted to give the wing a new attack target, we could at least select the wing leader, and tell him to attack our next intended target.
Unless of course, there's already an easy way to do this without telling the wing to return to base and I'm just missing it.
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Hi Lanora,
Theres a couple of things that could be causing that.
1. Have you enabled the script editor? (Change your name to Thereshallbewings to enable it. It won't actually change your name, save the game and reload that save)
2. In the readme it states that you might have to "reinit script caches" through the script editor if there aren't any command showing.
When you load the game and the script install is successful, you get an incoming message which is written to your pilots log telling you so.
Hope that helps.
Theres a couple of things that could be causing that.
1. Have you enabled the script editor? (Change your name to Thereshallbewings to enable it. It won't actually change your name, save the game and reload that save)
2. In the readme it states that you might have to "reinit script caches" through the script editor if there aren't any command showing.
When you load the game and the script install is successful, you get an incoming message which is written to your pilots log telling you so.
Hope that helps.
Also, if you are using the moxy's extended mod and you have a M0, you will need to go into the in-game script editor go down to the setup script and change the shiptype Battleship M1 to Carrier. This will give you the commands in all ships that are Carrier types.Lanora wrote:I installed the files but none of the commands are showing up in the menu. What could i have done wrong?
Another one bites the dust!!
DarthVain
DarthVain
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I am having trouble with the front turrets in my colossus.
They keep resetting to none. This only seems to happen when I have ships launched from the carrier and doesn't seem to happen when I fight on my own. Just a mild annoyance, especially after lining a target up and them not firing.
Other turrets don't seem effected at all, just the front ones which have mass drivers installed if thats important.
Otherwise this runs perfectly.
They keep resetting to none. This only seems to happen when I have ships launched from the carrier and doesn't seem to happen when I fight on my own. Just a mild annoyance, especially after lining a target up and them not firing.
Other turrets don't seem effected at all, just the front ones which have mass drivers installed if thats important.
Otherwise this runs perfectly.
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Thanks for the reply Yellowman.
I have seen that problem posted a few times Yellowman but alas thats not the bother here. The Colossus in question was bought from Argon Prime shipyard and is standard in every way and I don't use the script you mention.
I do have a few other scripts running though but I have tried removing them and the result is the same.
The other scripts I have are Station trader by Naffarin, Cycrows capital ship crews and SOS Mk2.
I did a check to see if any of these conflict with each other as well and they all look fine to work together.
I have seen that problem posted a few times Yellowman but alas thats not the bother here. The Colossus in question was bought from Argon Prime shipyard and is standard in every way and I don't use the script you mention.
I do have a few other scripts running though but I have tried removing them and the result is the same.
The other scripts I have are Station trader by Naffarin, Cycrows capital ship crews and SOS Mk2.
I did a check to see if any of these conflict with each other as well and they all look fine to work together.
This is a great script really.
I have had several of the issues that are posted higher, but since it's already said...
The one thing I would appreciate, is a reset command on the fighters base. For example, I want to transfer 5 fighters to the other side of a Xenon sector, and I don't want to have them all the way around. The trouble is I can't reaffect my docked fighters anywhere. You need to own at least one station/other carrier to change the homebase. A way to reset their homebase to null would be cool, as I don't feel like buying another Split Elephant to do the trick .
I have had several of the issues that are posted higher, but since it's already said...
The one thing I would appreciate, is a reset command on the fighters base. For example, I want to transfer 5 fighters to the other side of a Xenon sector, and I don't want to have them all the way around. The trouble is I can't reaffect my docked fighters anywhere. You need to own at least one station/other carrier to change the homebase. A way to reset their homebase to null would be cool, as I don't feel like buying another Split Elephant to do the trick .
Actually, Cycrow has a Remove Homebase scriptKelval wrote:This is a great script really.
I have had several of the issues that are posted higher, but since it's already said...
The one thing I would appreciate, is a reset command on the fighters base. For example, I want to transfer 5 fighters to the other side of a Xenon sector, and I don't want to have them all the way around. The trouble is I can't reaffect my docked fighters anywhere. You need to own at least one station/other carrier to change the homebase. A way to reset their homebase to null would be cool, as I don't feel like buying another Split Elephant to do the trick .
see post here: http://forum2.egosoft.com/viewtopic.php?t=110772
Another one bites the dust!!
DarthVain
DarthVain
Then i really cant help you. And i dont think it has something to do with the other scripts run.Lethal Mitch wrote:Thanks for the reply Yellowman.
I have seen that problem posted a few times Yellowman but alas thats not the bother here. The Colossus in question was bought from Argon Prime shipyard and is standard in every way and I don't use the script you mention.
I do have a few other scripts running though but I have tried removing them and the result is the same.
The other scripts I have are Station trader by Naffarin, Cycrows capital ship crews and SOS Mk2.
I did a check to see if any of these conflict with each other as well and they all look fine to work together.
One thing is for sure it's a very strange bug..