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 2 ship gridder 
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Unread post Re: 2 ship gridder
ElderProphet wrote:
If memory serves, CK's original combat pack required validation, but the later 'source' release didn't. Try the attached file and see if it works for you.

Regards,
+EP+


Thanks for trying, but back to original error.

Enter second ship's ID

Where is a SAFE sector to TWarp to at the end?

How many figs to deploy? (1-1000)

Don't let ships fall below how many figs? (1,000-45,000)

What is the max density to grid? (set to 499 to avoid planets, 0 to ignore)
Note - regardless of this setting, if the density translates into too many
figs for your ship to handle, the script will not move into that sector.

Do you wish to CBY if you are photoned or podded and someone powers up in your s
ector? (Y/N)

Loading script: _ck_refresh_figs.cts

Script load error: File is not a compiled TWX script

Script terminated: _ck_refresh_figs.cts

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Sun Jul 07, 2013 9:53 am
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Unread post Re: 2 ship gridder
Cruncher wrote:
ElderProphet wrote:
If memory serves, CK's original combat pack required validation, but the later 'source' release didn't. Try the attached file and see if it works for you.

Regards,
+EP+


Thanks for trying, but back to original error.

Enter second ship's ID

Where is a SAFE sector to TWarp to at the end?

How many figs to deploy? (1-1000)

Don't let ships fall below how many figs? (1,000-45,000)

What is the max density to grid? (set to 499 to avoid planets, 0 to ignore)
Note - regardless of this setting, if the density translates into too many
figs for your ship to handle, the script will not move into that sector.

Do you wish to CBY if you are photoned or podded and someone powers up in your s
ector? (Y/N)

Loading script: _ck_refresh_figs.cts

Script load error: File is not a compiled TWX script

Script terminated: _ck_refresh_figs.cts

recomplile them all or don't use old scripts, most of ck's and supg's scripts were made for 2.02

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Sun Jul 07, 2013 1:19 pm
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Unread post Re: 2 ship gridder
when you going to give the 3 ship gridder a try?

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Mon Jul 08, 2013 1:43 am
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Unread post Re: 2 ship gridder
I prefer the 17 ship gridder....

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Mon Jul 08, 2013 2:02 am
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Unread post Re: 2 ship gridder
Micro wrote:
I prefer the 17 ship gridder....


just use a 2 ship P grid and your good....

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Mon Jul 08, 2013 2:06 am
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Unread post Re: 2 ship gridder
...and have an exit plan, last time you guys killed me was actually when the gridder stopped.

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Mon Jul 08, 2013 2:21 am
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Unread post Re: 2 ship gridder
Micro wrote:
...and have an exit plan, last time you guys killed me was actually when the gridder stopped.


shhhhhhhh

we don't let any one do anything like that just to kill them :lol:

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Mon Jul 08, 2013 2:35 am
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Unread post Re: 2 ship gridder
Cruncher wrote:
Loading script: _ck_refresh_figs.cts

Script load error: File is not a compiled TWX script

Script terminated: _ck_refresh_figs.cts

This indicates that the problem is the refresh figs script. I've attached a newly compiled version, which works for me, using the latest interim TWX build... but it *should* work for you too.

Regards,
+EP+


Attachments:
_ck_refresh_figs.cts [10.16 KiB]
Downloaded 683 times

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Mon Jul 08, 2013 8:17 pm
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Unread post Re: 2 ship gridder
ElderProphet wrote:
Cruncher wrote:
Loading script: _ck_refresh_figs.cts

Script load error: File is not a compiled TWX script

Script terminated: _ck_refresh_figs.cts

This indicates that the problem is the refresh figs script. I've attached a newly compiled version, which works for me, using the latest interim TWX build... but it *should* work for you too.

Regards,
+EP+


I'm still getting the same error. I can run the refresh figs on it's own just fine.

Here's an idea, does it matter what directory I have the scripts in?
I have both in C:\TWX\scripts\ElderProphet\

Yeap! Bingo! It runs now, I had to put the scripts closer to the root.
C:\TWX\scripts\

Thank you for all your help!

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Mon Jul 08, 2013 11:54 pm
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Unread post Re: 2 ship gridder
you could have had the files in the elderprophet directory. but then you would have had to have the script load the ck refresh figs script in the elderprophet directory. most scripters seem to just load from the root scripts directory. hence why you had to move the scripts to scripts/


Tue Jul 09, 2013 12:34 am
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Unread post Re: 2 ship gridder
Tweety wrote:
you could have had the files in the elderprophet directory. but then you would have had to have the script load the ck refresh figs script in the elderprophet directory. most scripters seem to just load from the root scripts directory. hence why you had to move the scripts to scripts/


I did have the refresh figs in the EP directory as well. That's why it was so puzzling.

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Tue Jul 09, 2013 6:35 am
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Unread post Re: 2 ship gridder
no no

inside that script there probably is a command called

LOAD which takes a string variable. that string variable corresponds to a file path. chances are the original loads the refresh figs script from the default scripts directory by not providing a relative file directory in the path.


Tue Jul 09, 2013 7:33 pm
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Unread post Re: 2 ship gridder
Tweety wrote:
no no

inside that script there probably is a command called

LOAD which takes a string variable. that string variable corresponds to a file path. chances are the original loads the refresh figs script from the default scripts directory by not providing a relative file directory in the path.


Yeah, starts on line 156:

load "_ck_refresh_figs.cts"
waitfor " sectors marked."
setVar $fig_file "_ck_" & GAMENAME & ".figs"
fileExists $fig_file_check $fig_file
if ($fig_file_check <> 1)
echo "**You need to have CK Refresh Figs or higher to use this grid script**"
halt
end

It stores the fig data file in the TWX directory, not in the same directory the 2 ship gridder and refresh figs scrips are in.

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Tue Jul 09, 2013 9:08 pm
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Unread post Re: 2 ship gridder
ck scripts need to be in the scripts folder they were written with that assumption in mind

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Tue Jul 09, 2013 9:56 pm
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Unread post Re: 2 ship gridder
i suppose it would mean changing the fig file variable location too. so that would be another change.

so yeah helix is right.


Tue Jul 09, 2013 11:39 pm
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