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    Thread: x0ne Turret Control System (TCS) 3.00 for XTM [UPDATED 31/12/2010]

    1. #11
      Moderator x0ne's Avatar
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      is x0ne TCS 4.00 is emerging from
      the void...
       
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      Quote Originally Posted by Xenon187 View Post
      Did someone thested this script with XTC??
      Not that I'm aware of.

      If anyone ran this on X3:TC, the setup script would stop and notify the player if it couldn't detect XTM, or if it couldn't find the EMP ware it needs. If by some miracle you got past this stage, all of the weapons have changed in X3:TC, so your turrets would do nothing... apart from shut down because they couldn't find any compatible weapons

      Pretty sure I mentioned this is only for XTM and X3:R up there at the top of this thread I'm modifying the plugin for X3:TC, but give me a chance as I only installed X3:TC yesterday... not joking, it's been sitting there unboxed for two years

      "Lord xøne" (apparently)


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      ...do iiit!
      Thanks Xenon187 - {M} thanked for this post

    2. #12
      TXU Jr. Member gilboa's Avatar
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      Quote Originally Posted by x0ne View Post
      It is, just maybe not where you're looking for it?

      If a solution to this is ever found, there's a global var named $x0neTCS.mod.rangelimit that can be changed; currently in x0ne.TCS.func.globalconfig.
      Thanks!


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