I've made full english readme for CheckerTwo's patcher v.07b.
Here is the patcher itself + english readme + english bat-file
Enjoy!
Search found 17 matches
- Sun, 1. May 05, 13:06
- Forum: X²: The Threat - Scripts and Modding
- Topic: New Sectors&New Ships Thread
- Replies: 95
- Views: 38179
- Fri, 22. Apr 05, 01:53
- Forum: X²: The Threat - Scripts and Modding
- Topic: RA`s mod 0.9 (Beta Version avaible)
- Replies: 111
- Views: 20604
Re: Bet mod 9-6
1) Getting a front mounted gun installed on the Titan (all of the M2 should have front trigger fired gun mounts) All M1 and M2 will have front guns soon. 2) Putting a second forward gun on the Dragon (or, three, or four, or...) :twisted: I was just chatting with RAider a minute ago and he promised ...
- Thu, 21. Apr 05, 00:15
- Forum: X²: The Threat - Scripts and Modding
- Topic: RA`s mod 0.9 (Beta Version avaible)
- Replies: 111
- Views: 20604
Hi to everyone! Was very busy last 2 weeks and didn't have much time for scripting :( Thanks for posting the fresh ideas for the mod! Especially well described ideas like rustybucket did. However, it's not reasonable for us to implement anything above the planned before the release of 1.0 or this re...
- Sun, 10. Apr 05, 13:26
- Forum: X²: The Threat - Scripts and Modding
- Topic: RA`s mod 0.9 (Beta Version avaible)
- Replies: 111
- Views: 20604
Akm the ability to dock 2 M5's with an M6 is not unique to your mod, an American modder called DeadlyDa did it about 3 months ago :wink: and by the way none of your picture links work :roll: Did I say the unique feature of Osprey in this mod? Or did I say the unique feature of this mod? I guess the...
- Sun, 10. Apr 05, 01:01
- Forum: X²: The Threat - Scripts and Modding
- Topic: RA`s mod 0.9 (Beta Version avaible)
- Replies: 111
- Views: 20604
Man, the new Xenonmodels are NOT working! :evil: :evil: That was a bug in preliminary beta 5, posted here over 2 weeks ago and was fixed a long time ago in beta 5a. What happened to the Osprey? I am finally getting use to the model released in 0.9 Beta 5. It looks close to beta 5. It was redesigned...
- Sat, 9. Apr 05, 11:08
- Forum: X²: The Threat - Scripts and Modding
- Topic: RA`s mod 0.9 (Beta Version avaible)
- Replies: 111
- Views: 20604
Version 0.9 beta 6 is released: Download 2.9 Mb RAR The mod will work on any not modified X2. No need to unpack anything. Just extract the content of the archive to the main X2 folder and select the mod package on the start screen of X2. There are new models of Shark, Raptor, Condor, Osprey, Superno...
- Thu, 31. Mar 05, 21:07
- Forum: X²: The Threat - Scripts and Modding
- Topic: RA`s mod 0.9 (Beta Version avaible)
- Replies: 111
- Views: 20604
The mod is updated to beta 5a. Links are in post above. Many minor bugs were fixed, hopefully some of them were those crashing the game. The AI of NPC ships was improved regarding the usege of missiles. Now it will not be possible to stay on their tail very long :mrgreen: English readme is included ...
- Tue, 29. Mar 05, 18:36
- Forum: X²: The Threat - Scripts and Modding
- Topic: RA`s mod 0.9 (Beta Version avaible)
- Replies: 111
- Views: 20604
Yep. If anyone has the game crashed or frozen during the update of ships, just PM me the content of log09333.txt created just before the crash (or email it to me or Amon RAy) and specify what CPU you have. If you have any problems/suggestions with scripts, I recommend to PM/email me (or just post he...
- Wed, 22. Sep 04, 22:03
- Forum: X²: The Threat - Scripts and Modding
- Topic: A couple of scripting queries ...
- Replies: 7
- Views: 1124
Yes, that was a mistake toomoggy2 wrote:it's the find ship command. You have a max number of 'null' which is the same as max num=0. set it to 5 or 10 and it should work
But I would suggest using the new command
Code: Select all
$new.ship = $sector -> get player owned ship array from sector
- Wed, 22. Sep 04, 21:57
- Forum: X²: The Threat - Scripts and Modding
- Topic: A couple of scripting queries ...
- Replies: 7
- Views: 1124
You have to replace lines 19-22 by this code: 019 $flags = [Find.Friend] | [Find.Neutral] | [Find.Nearest] 020 $station = find station in galaxy: startsector=$sector class or type=null race=null flags=$flags refobj=$cur.ship serial=null max.jumps=null 021 START $cur.ship -> command COMMAND_DOCKAT : ...
- Wed, 22. Sep 04, 20:25
- Forum: X²: The Threat - Scripts and Modding
- Topic: ?? station script: minimum amount of money
- Replies: 5
- Views: 835
Is there a direct link to the download, rather than a link to a (looks like) russian text page? Well, if you had followed the link you would have noticed that this page is nothing but an english Readme for that script + direct link to it ;) It was the only way to trick my hoster :) Just in case I a...
- Tue, 21. Sep 04, 18:21
- Forum: X²: The Threat - Scripts and Modding
- Topic: ?? station script: minimum amount of money
- Replies: 5
- Views: 835
I did this slight modification myself.
You can download it from this page (just left-click there on the link, do not do a save as)
It will replace standard command Auto Money Transfer by the same one that will do the money transfer both ways to and from the factory.
You can download it from this page (just left-click there on the link, do not do a save as)
It will replace standard command Auto Money Transfer by the same one that will do the money transfer both ways to and from the factory.
- Tue, 21. Sep 04, 00:26
- Forum: X²: The Threat - Scripts and Modding
- Topic: Download RAiders Ship mod V 8.1 here ***UPDATED 9-11***
- Replies: 52
- Views: 31985
Thank you both guys!!! Me or RAider will contact you as soon as we have the text for next 0.9 release. First we need to make good russian->english translation. On the other side, I'd be happy if one of the mods developers would send me the texts beforehand, so the translated .xml will be integrated ...
- Mon, 20. Sep 04, 18:42
- Forum: X²: The Threat - Scripts and Modding
- Topic: is there a "target this station" command in the ed
- Replies: 2
- Views: 419
Re: is there a "target this station" command in th
I've got a jump to station command, which basically, does the jump to sector, then calls !move.movetostation. In between that, I want to set it as the target, so I can see how far away it is Do you mean to set it as tracking aim for the ship you're flying? There is a command to get the pilot tracki...
- Mon, 20. Sep 04, 18:14
- Forum: X²: The Threat - Scripts and Modding
- Topic: Getting the Speed of an object
- Replies: 3
- Views: 575
The only speed command is this <RetVar/IF> <RefObj> get max speed It returns the max speed of the ship, but in internal units so you need to divide by 222 to get m/s Could you not use this? The only time it's moving slower than max speed is if it's following or being followed by a slower ship. At t...
- Mon, 20. Sep 04, 00:17
- Forum: X²: The Threat - Scripts and Modding
- Topic: Download RAiders Ship mod V 8.1 here ***UPDATED 9-11***
- Replies: 52
- Views: 31985
when i try to run it, all ships are only available at argon prime and their names are missing its: readtext blabla and so on... how can i fix this? For all pilots who use the german version of the game. To fix the problem with missing ship names you'll need to save this file in folder "\T" located ...
- Sun, 19. Sep 04, 17:00
- Forum: X²: The Threat - Scripts and Modding
- Topic: Download RAiders Ship mod V 8.1 here ***UPDATED 9-11***
- Replies: 52
- Views: 31985
am i the only one who hasproblems with that mod? when i try to run it, all ships are only available at argon prime and their names are missing its: readtext blabla and so on... how can i fix this? Problem with readtext appears when the game can not find localisation files in folder T. There are onl...