[MOD] Mobile Ship Repairs - v1.6
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 174
- Joined: Thu, 18. Sep 08, 04:15
Thanks Walterses, switching to the 1.7 mod worked. I think the script might have been telling the ship to go fill up on ecells so that's fixed now.
I switched over to a Magnetar and the repair lasers are mounted in its front turrets. That's working just fine for me.
BTW installing the 1.7 mod after having run the 1.5 script did NOT increase the price of the RLs. They're still 64cr and available by the thousands in every trading station in the universe.
I switched over to a Magnetar and the repair lasers are mounted in its front turrets. That's working just fine for me.
BTW installing the 1.7 mod after having run the 1.5 script did NOT increase the price of the RLs. They're still 64cr and available by the thousands in every trading station in the universe.
-
- Posts: 9
- Joined: Sun, 21. Dec 08, 02:37
-
- Posts: 201
- Joined: Sat, 27. Dec 08, 18:20
lol ok ill sy so again, this is an awsome idea and works great but it still needs some things down.. like the abiltiy to control a wing as in a repair ships comands.. (i have a wing with 3 corvettes serving as my repair wing but there isnt a control/comand in wing.. so i have to go into each ships cc and get them to repair.. takes a long time)
and turret controls/commands lol so instead of 'protect ship' i can set turrets to 'repair friendly' or something
and turret controls/commands lol so instead of 'protect ship' i can set turrets to 'repair friendly' or something
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache
-
- Posts: 1335
- Joined: Sat, 17. Mar 07, 03:53
-
- Posts: 293
- Joined: Mon, 19. Jan 09, 17:30
@Graxster
Perhaps you can design a new Mod for TC:2.x ?
Or can I just transfer the Repairlaser changes you made in "old" TLaser into the 2.0 TLaser, while using the old scripts (V1.7).
Cause I like my repairships.
(Sorry, my english.....)
EDIT: 6.4
I´ve done it on my own now. No change in the TLASER in 2.0a, so just copy and paste. (also fakepatch possible)
Perhaps you can design a new Mod for TC:2.x ?
Or can I just transfer the Repairlaser changes you made in "old" TLaser into the 2.0 TLaser, while using the old scripts (V1.7).
Cause I like my repairships.
(Sorry, my english.....)
EDIT: 6.4
I´ve done it on my own now. No change in the TLASER in 2.0a, so just copy and paste. (also fakepatch possible)
***modified*** und............geht auch nicht anders.
-
- Posts: 337
- Joined: Thu, 27. Nov 08, 21:26
-
- Posts: 36
- Joined: Thu, 28. May 09, 23:07
-
- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
crimson522 wrote:hi, this looks pretty awesome but i kind of a noob when it comes to installing mods and am alittle fearful of messing with a games files.
can anyone tell me in plain english how to install this?
1. Use the Plugin Manager.
2. Select the 'install new package' option.
3.Find the .spk file you wish to install.
4.Double click the .spk file you downloaded.
5.Done.
-
- Posts: 36
- Joined: Thu, 28. May 09, 23:07
ok im not sure i did it the right way. i downloaded the plugin manager and downloaded the script for the easyer repair laser (the one which just adds the RL to stations, no factories or AI). i installed it using the pulgin manager and then it said that i didnt activate the script editor in game. loaded up the game and did the "Thereshallbewings" thing and activated it. didnt find RLs at stations so i exited out of the game and loaded up plug in manager and it still showed that the RL script is not signed. so.....
now what?
now what?
-
- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
-
- Posts: 36
- Joined: Thu, 28. May 09, 23:07
-
- Posts: 201
- Joined: Sat, 27. Dec 08, 18:20
-
- Posts: 20
- Joined: Thu, 25. Jun 09, 23:04
-
- Posts: 33
- Joined: Tue, 6. Jan 04, 05:54
See this thread for a description of the problem.Mojo00 wrote:This mod conflicts with 2.1
-
- Posts: 293
- Joined: Mon, 19. Jan 09, 17:30
-
- Posts: 20
- Joined: Thu, 25. Jun 09, 23:04
Thanks, I'll give it a shot..Draguun wrote:This mod doesnot conflicts with 2.1.
The only thing to do is - change the settings in the new TLaser for the repair laser. Cause the TLaser is the only file in the .cat
Try out the ModManager and make 3 or 4 small changes. It works !
So I opened the cat file with all the lasers but I have no idea what values im supposed to tweak for the repair laser
this is it if im not mistaken
27;299;0.100000;0.100000;0;SG_LASER_SPECIAL;6713;200;960;35;8000;0.010000;ICON_LASER_REPAIR;2;7440;18;1;2;8760;3350;0;0;SS_LASER_REPAIR;
-
- Posts: 293
- Joined: Mon, 19. Jan 09, 17:30
@ Mojo00
Check out this and this. These tools will bring the solution. (Or at least light into the dark )
Check out this and this. These tools will bring the solution. (Or at least light into the dark )
U have to compare the entrys of the mod file with the entrys of the latest TLaser which is in the .cat with the highest number. Then write the values form the mod file into the game file. OK ?Mojo00 wrote:but I have no idea what values im supposed to tweak for the repair laser
***modified*** und............geht auch nicht anders.
-
- Posts: 20
- Joined: Thu, 25. Jun 09, 23:04
-
- Posts: 11
- Joined: Thu, 25. Jun 09, 15:51