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Splutty

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Everything posted by Splutty

  1. I think the problem here is the same I have with independently targeted salvaging lasers, in that your ship/lasers think that the wreck is somewhere (has a central point), and that with large wrecks trying to get to that point means trying to go through the rest of the wreck :) I've observed similar behaviour, and yes, it's quite funny!
  2. Yes, but the loot drop is also an Entity with a selectedObject field of it's own. I was wondering if when a player gets close and the loot drop starts moving towards the ship, maybe internally the selectedObject of the loot entity had been set to the player ship. So if you could force it to be set to the player ship at a greater radius they might move towards the player ship of their own accord. It's also possible that selectedObject for loot entities is just ignored. selectedObject has nothing to do with movement, so it wouldn't help you with the loot problem. Also, getting all the loot objects in your sector every second is going to be incredibly inefficient :) I'm actually currently working on a script to see what can be done with loot interactions. All your captained ships and fighters for instance will pull loot towards them, so if you could get those close enough to the loot, they should be hoovered in. The biggest problem there is to not have it try and get the bazillion loot objects every second, or to try and fly to loot that no longer exists.
  3. That currently won't work at all, since NPC ships can't jump into sectors that you're not in, basically. Sectors aren't 'real' if there's no player in it. I've read there are plans to change this, but of course no idea as to when :) Same goes for traders, you can't make a trader ship that trades between sectors, since those sectors basically don't exist if you're not in it. (This isn't exactly how it works, but close enough :)
  4. It's even weirder when you have specifically shaped ships (this is on the stable branch, by the way). I have a bunch of automated ships flying around, and sometimes they get stuck on each other. I have to manually fly them apart to get them unstuck. They don't take damage while being stuck, even though they're jittering like crazy, but do take damage on collision and subsequent manual disconnect. The ships in question overlap I'd say about 25%, can't move in any direction on their own (if I try to make them come to me by the escort function, they are still stuck, no matter from which direction I give the order) I think I read another thread about this bizarre behaviour, but can't find that one anymore. As to the OP, I've noticed things getting damaged that are nowhere near the point of impact, so like you, I'm not really sure what's going on.
  5. It's not a brick! It's a "Moving with the times" Borg Cube!
  6. So if you give a datapath, it *still* tried to create a galaxies directory in ~/.avorion? Does it actually create the directory in the datapath?
  7. I'm not sure what you're asking here. You can already set a ship to escort you if it has a captain on board.
  8. In playing around, I kind of messed up building a station template with the 'stationextensions' script :) I accidentilly added 2 arms of farm blocks at 100x100 size... Which came to 120K+ blocks.. I'm trying to delete one now, and the client has been non responding for a while. Haha. I thought the bounding box was 100x100 in block sizes, but it's in those prebuilt boxes... Tip of the day: Don't try this at home, kids. :o 18874 mechanics required... ::) 2.8 million cargo hold, though!
  9. That's an error from the actual server :) koonschi is the programmer. The mutex errors get created when a thread in the main program no longer responds, basically. My server crashes daily with similar errors.
  10. Block stats on opening build mode seem to be totally random and have no relation to either your last build session or your grid settings. I'm not sure what causes this, but having the last values for it would probably help. I just reset them with Q if needed, or just do a 'match block'. But other than that, it's no issue, since most of my building blocks I need to put in the sizes by hand anyway.
  11. I make the letters from glowy blocks :) That way the edges aren't visible to begin with.
  12. It makes sense that it's stored in there, since every player will have a different set of 'discovered' sectors.
  13. I have created a set of commands to control your ships, and have made an attempt at making the install instructions for changing the orders list of your ship somewhat easier.. If you get the commands installed, it will all work fine, though.
  14. I have no idea how to make better instructions. I could just pack up both files and you can extract them, but that would mess with other mods. I'll give it a try tomorrow.
  15. I guess no one has any comments. Haha. I've found an issue which I'm currently running some debugs on to see if I can fix it at all, in that if I run this in a busy system with a number of haulers going at the same time, they kinda crush into each other at some docking ports :) So I'm going to see if I can make some sort of queueing mechanism for docking ports (at first only for my haulers, but it might be useful to have that in dock.lua by default)
  16. index in the server directory seems to hold all the meta data. However, this also includes all known factions, and which players are on the server, so deleting this might actually destroy your game altogether. Take a backup of everything except the sector data, delete the index file and see what it does :) Then report back to us. :o
  17. Perfectly understandable :) I don't really understand your point about alt-tab, though. It works fine for me? What's your problem with it exactly?
  18. Splutty

    enemy fighters

    From what I can distill from other threads on this, they become/stay neutral when the ship that controls them is destroyed. But they will still have you as their target. Only way seems to be to manually shoot them down for now.
  19. Interesting! My server also keeps crashing on mutex errors, but they're a **** to track down :(
  20. Uploaded version 0.9.1 which has a fix to recognize all factories. My need for clarity caused the factory check to not always succeed :)
  21. data/rgb.txt contains all the colour definitions
  22. Swoks spawns randomly after 1 to 8 jumps into empty space (non-green, non-yellow) in a row.
  23. Just load up your ship with mechanics beforehand :D
  24. Modified the original post and released version 0.9, please let me know if you have issues, whether it works, if it does what you hoped it would do, if things need to be added, if you want me to sacrifice a chicken in your name, or whatever you can come up with. It's been ages since I've coded any LUA, and this is my first foray into the Avorion API, so any comments on what I could've done better are very welcome! If some things look a bit Perl/Python/C ish... Then that's because that's what I normally code in.. ;D
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