[MOD] Mobile Ship Repairs - v1.6

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dblade
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Post by dblade » Sat, 28. Jan 12, 04:14

Just tried this out in TC, tested the repair laser on the Magnetar and now love this mod. I sent corbinbird a message hoping he will forward the fixes he did.

EDIT:
I'd like to also mention that the ship doing the repairs would not always stop at a point close enough that the laser would hit the target. I ended up adding a is class of Fighter check and modifying the attack distance var a little for the smaller ships.

another thing, this is probably more of an issue on the smaller ships being repared, is that only 1 out of 4-5 fires of the laser were hitting the ship (M3). Oddly enough I jumped OOS and he was 100% hull by the time if could pull up info on the M3...

Gneez
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Post by Gneez » Sat, 31. Mar 12, 21:51

Does this mod work with Albion Prelude?

kelmenwong
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Post by kelmenwong » Sun, 1. Apr 12, 06:13

Gneez wrote:Does this mod work with Albion Prelude?
x3ap:
i tried installed the mod, but it doesn't appear in the plugin mgr mod list

also in game the repair laser didn't hint about factory

i guessed it doesn't work for ap

Gneez
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Post by Gneez » Sun, 1. Apr 12, 22:44

kelmenwong wrote:
Gneez wrote:Does this mod work with Albion Prelude?
x3ap:
i tried installed the mod, but it doesn't appear in the plugin mgr mod list

also in game the repair laser didn't hint about factory

i guessed it doesn't work for ap
A shame, don't suppose you know how one would go about editing the suit repair laser to rep 4000 instead of 40 using the editor?

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DrBullwinkle
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Post by DrBullwinkle » Sun, 1. Apr 12, 22:46

Gneez wrote:A shame, don't suppose you know how one would go about editing the suit repair laser to rep 4000 instead of 40 using the editor?
You need to change the bullet rather than the laser. types\TBullets.
Last edited by DrBullwinkle on Mon, 2. Apr 12, 17:22, edited 1 time in total.

Gneez
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Post by Gneez » Mon, 2. Apr 12, 01:25

DrBullwinkle wrote:
Gneez wrote:A shame, don't suppose you know how one would go about editing the suit repair laser to rep 4000 instead of 40 using the editor?
You need to change the bullet rather than the laser.
And how do I do that?

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DrBullwinkle
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Post by DrBullwinkle » Mon, 2. Apr 12, 01:28

Gneez wrote:And how do I do that?
X3 Editor 2

Gneez
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Post by Gneez » Mon, 2. Apr 12, 13:21

DrBullwinkle wrote:
Gneez wrote:And how do I do that?
X3 Editor 2
*sigh*

I have the editor like I already said, I simply have no idea how to modify it or what files to look in.

Don't bother telling me, I'll go ask someone who isn't you.

lewisjk
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Post by lewisjk » Sat, 16. Jun 12, 21:35

sorry for the noob question but does it show anywhere on how to install this mod into AP? I was having difficulty on figuring out how to install the RAR version and the SPK files were not working on my computer.
Thanks

Vayde
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Post by Vayde » Sat, 16. Jun 12, 21:47

Hi Gneez. Have you tried opening the Tbullets file in X3editor2. You will find the item you are looking for in there.


Someone who is not DrBullwinkle.

Wonders
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Post by Wonders » Sun, 17. Jun 12, 20:11

@lewisjk: I spent the last 2 hours figuring how to do this because I tried to use the spk with plugin manager.
So, to install this in AP:

- extract the rar content into x3 main directory
- extract the rar content into x3 addon directory (don't know if this is needed, but it works)
- I had a problem, I think because I tried the spk 5000 repair lasers at 64$ were added to all trading stations, so if you have this problem just extract the script that is intended to remove repair lasers from trading stations to the \x3directory\script and \x3directory\addon\script.

Worked for me, good luck!

veryinky
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Post by veryinky » Tue, 19. Jun 12, 20:00

Wonders wrote:So, to install this in AP:

- extract the rar content into x3 main directory
- extract the rar content into x3 addon directory (don't know if this is needed, but it works)
I don't think the x3 main directory step is necessary, only addon directory. Personally I made it into a fake patch (renamed cat/dat files to 04 and put them into the /addon directory instead of addon/mod)

Side note, I really like having a Katana loaded with 10 repair lasers and a jump drive, makes for a great field repair boat. The Argon Centaur alternative is a passable if expensive alternative.

ptb_ptb
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Post by ptb_ptb » Sat, 10. Nov 12, 13:41

You know what I think would be nice?

Missions to repair NPC stations and ships. :)

Szynszyl
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Post by Szynszyl » Tue, 27. Nov 12, 00:44

I have a question, that mod works with big mods like xrm or multi galaxy mod??

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euclid
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Post by euclid » Sat, 29. Dec 12, 01:03

ptb_ptb wrote:You know what I think would be nice?

Missions to repair NPC stations and ships. :)
Indeed - however, as it has been said already few pages back in this thread, attempting to repair any friendly/neutral ships/stations will turn them hostile eventually.

Tbh I'm fancying the idea of a repair ship for some time (very useful in AP) but the only way I found to avoid a hostile reaction is a script driven solution. But this put a heavy load on the game if you think about a fleet of repair ships ;-)


Would be way more easy if our coders (*pokes CBJ*) introduce a flag in TBullets or TLasers to avoid aggressive reaction. Ofc that's not doable for X3:AP but maybe for X Rebirth :D

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786

lLongshanks
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Post by lLongshanks » Mon, 14. Oct 13, 20:24

Does this work with AP? I'm not getting any "repair all" commands. I have navigation and special software on the ship and its full of repair lazers. Yet there is no repair options.
Scripts I use.

Ferenczy66
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Post by Ferenczy66 » Thu, 20. Feb 14, 09:37

For some reason I getting the following read text errors....everything i've been able to find points me to this script....which is strange ...because as far as I can tell...i've not installed this particular script...

the errors are:
2010-530
2010-531

The closest thing i have to this script that i know of is:
Salvage Command Suite

...but that doesnt seem to be the source...

Help...please

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DrBullwinkle
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Post by DrBullwinkle » Thu, 20. Feb 14, 09:46

Do you have Repair Ship Commands or Abandoned Ship Spawner for AP installed? Both include a similar command that intentionally uses the same command slots.

If you are getting a ReadText error then they are not installed properly. Try reinstalling.

Ferenczy66
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Post by Ferenczy66 » Thu, 20. Feb 14, 10:50

DrBullwinkle wrote:Do you have Repair Ship Commands or Abandoned Ship Spawner for AP installed? Both include a similar command that intentionally uses the same command slots.

If you are getting a ReadText error then they are not installed properly. Try reinstalling.
Nope..neither of those..unless they are bundled with XRM or simular.
SCS has those abilites...

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DrBullwinkle
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Post by DrBullwinkle » Thu, 20. Feb 14, 10:53

I think that Repair Ship Commands is included in recent versions of XRM.

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