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Scapoose

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Posts posted by Scapoose

  1. The load time of So many subscribed ships/stations/fighters sometimes can make your game freeze and possibly crash trying to load so many ship/stations designs that you are subscribed too.

    So Any chance you can make it possible to sort workshop designs either by your self or a way to where it sorts "ships" and "stations"  in a sub folder of Workshop Ship Designs.

    And anything that isn't sorted pretty much stays where its at in the normal folder and u can Sort it yourself on where you'd like it ?

    I mean you can drag out workshop ships from the folder but its not "sorted" in a way

    Something that kind of resembles this terribly edited version possibly ?

    This is inside the workshop ship designs folder by the way.

    1484109385_workshopsshipsinside.png.1c0d787de924b8eefc0b873b8a3bcd84.png

  2. Ive been looking for Auto Docking with the AI Tractor beams HOW Ever i Cannot get the Mod to work for me. Ive done what you said.

     

    Ive added the script to ShipScriptLoader, I've Modified DefaultScripts

    Ive done it to where instead of being on line 28 i put it on line 15 and still does the same thing. Am i missing something ?

     

    Im not getting any Errors what so ever when in game.. so i havent a clue.

    function AddDefaultStationScripts(station)
        station:addScriptOnce("data/scripts/entity/startbuilding.lua")
        station:addScriptOnce("data/scripts/entity/entercraft.lua")
        station:addScriptOnce("data/scripts/entity/exitcraft.lua")
    
        station:addScriptOnce("data/scripts/entity/crewboard.lua")
        station:addScriptOnce("data/scripts/entity/backup.lua")
        station:addScriptOnce("data/scripts/entity/bulletinboard.lua")
        station:addScriptOnce("data/scripts/entity/story/bulletins.lua")
        station:addScriptOnce("data/scripts/entity/regrowdocks.lua")
    
        station:addScriptOnce("data/scripts/entity/craftorders.lua")
        station:addScriptOnce("data/scripts/entity/transfercrewgoods.lua")
    
    	station:addScriptOnce("mods/AutoDock/scripts/entity/autoDockInteraction.lua")
    end

     

    -- Example use to add a script to a players ship
    -- Config.Add("mods/YourMod/scripts/entity/YourMod.lua")
    Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua")
    Config.Add("mods/RenameShips/scripts/entity/shipRename.lua")
    Config.Add("mods/RenameShips/scripts/player/shipRenameMigrator.lua")
    Config.Add("mods/AutoDock/scripts/player/autoDockMigrator.lua")
    
    return Config
    

     

    Says its registered that i modified the DefaultScripts.lua on loading the server

    Sorry in advance just showing all the modified files ive done. along with the defaultscripts

     

    Detected Modified Files:
    "data/scripts\sectorspecifics.lua"
    "data/scripts\commands\agoods.lua"
    "data/scripts\commands\consolelevel.lua"
    "data/scripts\commands\crew.lua"
    "data/scripts\commands\disttocore.lua"
    "data/scripts\commands\fighter.lua"
    "data/scripts\commands\gate.lua"
    "data/scripts\commands\inv.lua"
    "data/scripts\commands\inventory.lua"
    "data/scripts\commands\list.lua"
    "data/scripts\commands\loglevel.lua"
    "data/scripts\commands\price.lua"
    "data/scripts\commands\regen.lua"
    "data/scripts\commands\sethome.lua"
    "data/scripts\commands\tmod.lua"
    "data/scripts\commands\whereis.lua"
    "data/scripts\lib\defaultscripts.lua"
    "data/scripts\lib\shipgenerator.lua"
    "data/scripts\lib\upgradegenerator.lua"
    "data/scripts\systems\universalsystem.lua"
    "data/scripts\entity\merchants\turretfactory.lua"
    "data/scripts\lib\cmd\common.lua"
    "data/scripts\lib\cmd\materials.lua"
    "data/scripts\lib\cmd\professions.lua"
    "data/scripts\lib\cmd\ranks.lua"
    "data/scripts\lib\cmd\rarities.lua"
    "data/scripts\lib\cmd\upgrades.lua"
    "data/scripts\lib\cmd\weapons.lua"
    "data/scripts\player\cmd\agoods.lua"
    "data/scripts\player\cmd\crew.lua"
    "data/scripts\player\cmd\disttocore.lua"
    "data/scripts\player\cmd\fighter.lua"
    "data/scripts\player\cmd\gate.lua"
    "data/scripts\player\cmd\price.lua"
    "data/scripts\player\cmd\sethome.lua"
    "data/scripts\player\cmd\tellposition.lua"
    "data/scripts\player\cmd\whereis.lua"

  3. So this is the code using player,price ,how ever i cant figure out where to rewrite what you have giving me in possible to making it work

     

    Edit: put the full gate.lua into this

     

    if onServer() then
    package.path = package.path .. ";data/scripts/lib/cmd/?.lua"
    package.path = package.path .. ";data/scripts/lib/?.lua"
    require "common"
    SectorGenerator = require ("SectorGenerator")
    Placer = require ("placer")
    
    function initialize(help, action, ...)
    local flag, msg = false, ""
    player = Player()
    if action == "create" then
    	local ship = Entity(Player().craftIndex)
    	flag, msg = popWormhole(ship, ...)
    else
    	player:sendChatMessage("Gate", 0, "Unknown action: "..action)
    end
    terminate()
    end
    local station
    function popWormhole(ship, x1, y1)
    --local player,price = Player(),0
        if onClient() then
            invokeServerFunction("popWormhole")
            return
        end
    local player,price = Player(),0
    	    if not player:canPayMoney(price) then
            player:sendChatMessage("Station Founder"%_t, 1, "You Need 1000000 credits!")
            return
        end
    	if player:canPayMoney(price) then
       player:payMoney(price)
    local generator = SectorGenerator(Sector():getCoordinates())
    
        local faction = Faction()
        station = ShipGenerator.createShipGate(faction)
    center = center or vec3()
        station.position = MatrixLookUpPosition(vec3(0, 1, 0), vec3(1, 0, 0), center + random():getDirection() * random():getFloat(500, 750))
        Placer.resolveIntersections()
    local plan = PlanGenerator.makeGatePlan()
    
    
    
    
        station:setPlan(plan)
    station.invincible = true
    
    station.title = "Hacked Warp Gate"%_t
    local sector = Sector()
    local wormhole = createWormhole(station.translationf,x1,y1)
    end
    end
    
    function createWormhole(center, x1, y1)
        center = center or vec3()
    local wormholeLifetime = 55
        -- spawn a wormhole
        local desc = WormholeDescriptor()
    desc.position = station.position
    desc.cpwormhole.color = ColorRGB(0, 0, 1)
    --desc:addScript("data/scripts/entity/gate.lua")
        local size = random():getFloat(75, 150)
    local x, y = Sector():getCoordinates()
            local own = vec2(x, y)
            local d = length(own)
    
            local distanceInside = 355;
    
            local specs = SectorSpecifics()
            local x, y = Sector():getCoordinates()
            local coords = specs.getShuffledCoordinates(random(), x, y, 1, 25)
            local serverSeed = Server().seed
    
    
    
    --local x1, y1 = Sector():getCoordinates()
        local wormhole = desc.cpwormhole
    --local faction1 = Galaxy():getNearestFaction(x, y)
        wormhole:setTargetCoordinates(x1, y1)
        wormhole.visible = false
        wormhole.visualSize = 50
        wormhole.passageSize = 50
        wormhole.oneWay = false
        wormhole.simplifiedVisuals = true
    
    --wormhole.title = getGateName()
        local wormhole = Sector():createEntity(desc)
    
        --local timer = DeletionTimer(wormhole.index)
        --timer.timeLeft = wormholeLifetime
    wormhole.translation = station.translation
        return wormhole
    end
    
    
    
    
    
    
    end
    

  4. So here im looking through the mods section and im like Player??? WARP GATES YES , How ever when i tried testing it,

    i get from the server console

     

     

    Using /gate Create xxx -xxx Via Console

     

    Execution Context (inner to outer):
    #0: execute data/scripts/commands\gate.lua
    
    could not execute function 'execute' in '"data/scripts/commands\gate.lua"':
    
    data/scripts/commands\gate.lua:2: attempt to index a nil value
    stack traceback:
        data/scripts/commands\gate.lua:2: in function <data/scripts/commands\gate.lua:1>
    
    Script "data/scripts/commands\gate.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

     

     

    Using /gate create xxx -xxx Via client

     

    Execution Context (inner to outer):
    #0: initialize data/scripts/player/cmd/gate.lua
    
    could not execute function 'initialize' in '"data/scripts/player/cmd/gate.lua"'
    property not found or not readable: Player.payMoney
    stack traceback:
        [C]:-1: in function __index
        data/scripts/player/cmd/gate.lua:32: in function popWormhole
        data/scripts/player/cmd/gate.lua:13: in function ?
    
    Setting state to invalid.

     

    I have no knowledge into this sort of coding but id figure id ask and see what anyone has to say.

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