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jmattspartacus

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Posts posted by jmattspartacus

  1. The "problem" I would like to see corrected:

    Currently, when editing a ship, if I decide to add a custom turret to a turret base, and then exit the turret editing mode, it returns the camera of the build mode to the default position. This isn't so bad when doing this once or twice, but for some builds with numerous turrets, turning the camera to the location I was at again and again can be a hassle. While this isn't a major issue, I would consider it a definite QoL improvement if it wasn't the case.

    Proposed solution:

    When entering turret editing mode, store the transform of the camera, (I'm not sure how things work in the engine Avorion uses, so I'm using terms I know from working in Godot/Unity, etc).
    When the player exits turret edit mode, have the camera return to the transform it was before entering turret edit mode, either in some animated fashion as it does to restore the default view now, or just snapping to that previous view.

  2. This looks really exciting! How's it coming? I'm piddling with making an update to that other gate mod myself, just for myself and funsies.

    Are there any good places to look for examples for gui modding? That gui you've got going looks slick!

  3. It's throwing an error when trying to concatenate the help and error messages on intialization for some reason, I've been thinking about learning LUA for ages, I guess this is an excuse to monkey with it some and see if I can figure it out.

     

    2018-08-05 01-14-01| #0: initialize data/scripts/entity/ai/haulgoods_cmd.lua

    2018-08-05 01-14-01|

    2018-08-05 01-14-01| could not execute function 'initialize' in '"data/scripts/entity/ai/haulgoods_cmd.lua"':

    2018-08-05 01-14-01|

    2018-08-05 01-14-01| data/scripts/entity/ai/haulgoods_cmd.lua:12: attempt to concatenate local 'help' (a nil value)

    2018-08-05 01-14-01| stack traceback:

    2018-08-05 01-14-01|    data/scripts/entity/ai/haulgoods_cmd.lua:12: in function 'haulGoodsCmdSendError'

    2018-08-05 01-14-01|    data/scripts/entity/ai/haulgoods_cmd.lua:41: in function <data/scripts/entity/ai/haulgoods_cmd.lua:27>

    2018-08-05 01-14-01|

     

    Edit: Fixed this by adding an empty string into the argument of the call of haulGoodsCmdSendError at line 4,

    then
    	haulGoodsCmdSendError(player, "Error: No ship selected.\n","")
    	return terminate()
    end
    

    And now getting the following error, trying to figure it out, but if anyone has any suggestions, I'd love the help. I've been trying to isolate what about 'flyToDock' that isn't working.

     

     

    2018-08-05 04-44-43| #0: updateServer data/scripts/entity/ai/haulgoods.lua

    2018-08-05 04-44-43|

    2018-08-05 04-44-43| could not execute function 'updateServer' in '"data/scripts/entity/ai/haulgoods.lua"':

    2018-08-05 04-44-43|

    2018-08-05 04-44-43| data/scripts/entity/ai/haulgoods.lua:370: attempt to call global 'flyToDock' (a nil value)

    2018-08-05 04-44-43| stack traceback:

    2018-08-05 04-44-43|    data/scripts/entity/ai/haulgoods.lua:370: in function 'haulGoodsMoveToSeller'

    2018-08-05 04-44-43|    data/scripts/entity/ai/haulgoods.lua:457: in function <data/scripts/entity/ai/haulgoods.lua:428>

    2018-08-05 04-44-43|

     

     

    Edit 2: So I downloaded the OOS version, and was getting the same error, and fixed it, it was a namespacing error. ANYWAYS, here's a functioning version for you all

    Edit 3: It has trouble with stations that don't always buy/sell the same goods, but I'm happy with it for managing my hub sector's so I don't have to manually move all the stuffs

    haulgoodsfixedforbeta182.zip

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