Well, the speech could be a little shorter. =)Klyith wrote:Just a beep isn't very informative; I liked the speech because it was unambiguous about which state the turrets were in.
13/6 for "Targeting"
and
13/1275 for "Removed"
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Well, the speech could be a little shorter. =)Klyith wrote:Just a beep isn't very informative; I liked the speech because it was unambiguous about which state the turrets were in.
Ooooh, sorry.Hubasan wrote:If there are great number of Xenon ships present in the sector (like Xenon invasion missions have...) and the turret is already set to attack enemies, Fighter Defense, Missile Defense, or other attack/defense command, when I try to deactivate the turret with previously assigned hot key, game will CTD. This can easily be replicated on my PC. I have since stopped using Turret on/off hot key and continued switching them Off manually.
Now that is really, really interesting. It almost suggests that there is some sort of bug that is only showing up at high load. Very strange...It works fine when Player ship is not in combat, and if fighting with pirates not in large numbers.
You have the AMD dual core optimizer and drivers? X3 will crash in all sorts of funky ways if you don't get that.CPU: AMD 64 X2 4400+ @ 2.5Ghz
Hubasan wrote:Hey Klyith,
snip turret hotkey versus Fraps
Well hey sorta internet neighbor. I don't get down to the city very much myself... My sister lives in Boston, so mostly I go out to visit her when I want that big city stuff. (Ah, the eternal Boston - NYC rivalry!)Ha...I just realized you're from Albany....I'm in Queens, NYC. Small world.
That's not the kind of thing I want to add to this script, but there are easy alternatives. One would just be to use the command console + "broadcast to all ships in sector" to tell your guys to hold off. Or if you want a hotkey for faster response, look into Xai's Group Management System plus Group Combat Hotkeys. It doesn't have turret control, but I don't know how well my turret script would scale to large fleets anyways. If you stick to combinations of attack my target and defend commands on your turrets, just stopping the general attack should work without forcing them off.Squelch wrote:I have a query concerning which ships it applies to. I understand that it works on player ship and toggles back to default once the player leaves. But, can an AI controlled ship be commanded to cease fire?
Actually, my "Homebase Rememberance Aid" does that.Erilaz wrote:Would love to have the autoresume on leaving the ship. Frenzy of the the capture, you know how it is ;)
On page 2Klyith wrote:Not getting any response from the Spk download linkYep, the whole damn home.earthlink.net domain seems to be down... I need to dump this earthlink hosting, they're not even my ISP anymore but I paid $5 so that I could keep all my junk there and not have to deal with moving it...nope me neither its dead
Google pages ahoy! Temp links: spk zip