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T4Ken

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Everything posted by T4Ken

  1. someone is allready working on this see here : http://www.avorion.net/forum/index.php/topic,3905.0.html
  2. I know... did this allready but know i need a command or Mod to make them spawn when "The Ai" drops below 50% . this also usable for other mods/mission :)
  3. function onSectorChanged() if onServer() then local stations = {Sector():getEntitiesByType(EntityType.Station)} local ships = {Sector():getEntitiesByType(EntityType.Ship)} playerShip = Entity() player = Player() if playerShip.factionIndex == player.index then addRenameScriptToEntities(stations) addRenameScriptToEntities(ships) if touched then print("***================================***") if craftTouched == 1 then print("RenameShips Migrator: Added ShipRename to 1 craft in this Sector.\n") else print("RenameShips Migrator: Added ShipRename to "..tostring(craftTouched).." craft in this Sector.\n") local craftTouched = 0 end end end end end someone knows how to change this if playerShip.factionIndex == player.index then for Alliance ships ? if this is the matter ?
  4. Yeah because u can outrange him at 5 km :(
  5. Very Nice Mod :) but no config to set the Turret range :/
  6. Hello , I wanna set some Minions for The Ai when it becomes 50% Damage of Shield or Hull. I got allready a The_ai_Minion.xml , but no clue how to get it done ;D
  7. Is there a Problem with Alliance Ship maybe too ?
  8. error constructing Player: no player found in script context at [C]:-1: in function Player mods/RenameShips/scripts/player/shipRenameMigrator.lua:32: in function ? could not execute function 'onSectorChanged' in '"mods/RenameShips/scripts/player/shipRenameMigrator.lua"': mods/RenameShips/scripts/player/shipRenameMigrator.lua:34: attempt to index global 'player' (a nil value) stack traceback: mods/RenameShips/scripts/player/shipRenameMigrator.lua:34: in function <mods/RenameShips/scripts/player/shipRenameMigrator.lua:26> maybe a Problem with Alliance ships ? but it´s still working
  9. As the mods have their own files they should still work in 0.15.8. well i did tested it... 562.000.000 Credits for a common bi-weaveshield seems a little bit buggy ? ^^ and the common weaponthing with +3 a little bit overpowered ?
  10. someone used this on 0.15.8 ? does it work ?
  11. does it work with this change ?
  12. bumb for Update someone for 0.15.8 maybe ? :)
  13. I got allready a Mega big Modpack in work for 0.15.8 , but i screwed it up with my last try to fix it :-/ wanna take a look at it ? Close to drop it away... edit : maybe i get it to run... a little ^^
  14. 15.8 but not sure if it´s the only reason for that.
  15. data/scripts/lib/fightergenerator.lua:56: 'end' expected (to close 'function' at line 17) near 'local' reported Bug
  16. Can Somebody tell me where i can change the values for the sector "guards/defenders" ? because i modded the Pirates but they screw now the whole faction xD Found it in the Shipgenerator.lua i think
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