Carnaxus
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Posts posted by Carnaxus
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That's definitely an option. I'm wondering if it's even possible to "force" the original prototyper ship to convert to a station. I'll probably wind up doing what you mentioned in the end, but I still want to know.
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Hey all, I've built a prototyping ship in a creative world for the purpose of building a few station designs and saving them. I've done that, and now I'm trying to make sure it doesn't try to go flying off into the sunset when I tell its captain to "attack enemies." It has no engines or thrusters, so it can't actually move, but I can't help but worry that that'll break the AI somehow or something.
What I'd like to do to fix it is to turn it into an actual station. Problem is, it's not a station founder, it's a ship I built from scratch. Does anyone know if there's a way to change a ship into a station, perhaps by editing the save files?
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I'm pretty sure this is also not the error anyone was expecting:
2018-06-27 20-35-27| Error while adding file data/scripts/systems/debug.lua: 2018-06-27 20-35-27| data/scripts/systems/debug.lua:21: ')' expected near '='
I've updated the code a bit, although I'm pretty sure I put the "if onServer() then" bit in the wrong place. Anyways, here's the latest:
package.path = package.path .. ";data/scripts/systems/?.lua" package.path = package.path .. ";data/scripts/lib/?.lua" require ("basesystem") require ("utility") require ("randomext") -- optimization so that energy requirement doesn't have to be read every frame FixedEnergyRequirement = true if onServer() then function onInstalled(seed, rarity) Entity():addScriptOnce("lib/entitydbg.lua") end function onUninstalled(seed, rarity) Entity():removeScript("lib/entitydbg.lua") end function getName(seed, rarity) return ( (ltext = "Debug Script Attachment") ) end function getIcon(seed, rarity) return "data/textures/icons/cubeforce.png" end function getEnergy(seed, rarity) return 1 end function getPrice(seed, rarity) return 1 end function getTooltipLines(seed, rarity) return texts end function getDescriptionLines(seed, rarity) return { {ltext = "Naughty naughty!"%_t, lcolor = ColorRGB(1, 0.5, 0.5)} } end end (of "if" statement)
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Ah. Well...as expected based on your feedback, in its current incarnation, it didn't work. The upgrades generated, but they were blank, and didn't have any effect.
I'll make the changes you mentioned and see if it works. Thanks!
Edit:
Nope, still nothing.
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Hello all! I have literally never touched a LUA script before Avorion, even with more than ten years of Garry's Mod under my belt. That said, I'm trying to create a ship system upgrade that will attach the debug script to the ship it's installed on, and then will remove it when uninstalled. Due to the fact that I have never done any LUA work before, I'm hoping someone can go over my script real quick and tell me if I've horribly broken things (or not).
package.path = package.path .. ";data/scripts/systems/?.lua" package.path = package.path .. ";data/scripts/lib/?.lua" require ("basesystem") require ("utility") require ("randomext") -- optimization so that energy requirement doesn't have to be read every frame FixedEnergyRequirement = true function onInstalled(seed, rarity) do Entity():addScript("lib/entitydbg.lua") end function onUninstalled(seed, rarity) do Entity():removeScript("lib/entitydbg.lua") end function getName(seed, rarity) return "Debug Script Attachment" end function getIcon(seed, rarity) return "data/textures/icons/cubeforce.png" end function getEnergy(seed, rarity) return 1 end function getPrice(seed, rarity) return 1 end function getTooltipLines(seed, rarity) local texts = {} local perc, flat = getBonuses(seed, rarity) if perc ~= 0 then table.insert(texts, {ltext = "Cargo Hold"%_t, rtext = string.format("%+i%%", perc * 100), icon = "data/textures/icons/wooden-crate.png"}) end if flat ~= 0 then table.insert(texts, {ltext = "Cargo Hold"%_t, rtext = string.format("%+i", flat), icon = "data/textures/icons/wooden-crate.png"}) end return texts end function getDescriptionLines(seed, rarity) return { {ltext = "Naughty naughty!"%_t, lcolor = ColorRGB(1, 0.5, 0.5)} } end
I copied the cargoextender.lua file and modified it rather than start from scratch. Hopefully that in and of itself won't break anything...
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Will this also affect the game's default debug script?
Turn a non-station-founder ship into a station
in Gameplay Discussion
Posted
Orright. *puts gloves and safety goggles on* Let's figure this thing out!
Note: I'm not Aussie, it just fit