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douglasg14b

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Everything posted by douglasg14b

  1. You're welcome! Please let me know how it works out for you, and if you have any suggestions. This is my first mod, and I want to keep improving it to be useful for others on here. The goal is to have a way to test your ships or have server events with spawned enemies.
  2. Hey Aki. Too bad about the faction name not being effective for getting the player name anymore, I was trying it with no success earlier, it would have been a good workaround. Regardless of how it could be used, it can't be used. Server():getOnlinePlayers() does not return a table. I can't use pairs on it, the error I get is: bad argument #1 to 'pairs' (table expected, got userdata). If I try and index it like an array Server():getOnlinePlayers()[0], I get an error saying: property not found or not readable: Player.0 which implies this is a player object? But none of the properties you would use on a Player object seem to return anything. (I am not very familiar with Lua as I am with other languages) As for playing with Server():getPlayers(), it returns what appears to be nil so there isn't much to play with sadly :/ Should I submit a bug for Server():getOnlinePlayers() as well as Server():getPlayers() and Galaxy():getPlayerNames()? Or is there some way to further poke at Server():getOnlinePlayers()? Would the bug report forum be appropriate for this?
  3. I am trying to sort out how to get a list of player names on the server so I can match a name to an id to instantiate the player object Player(id). I have found Galaxy():getPlayerNames(), however it returns a string, not a list, of player names separated by spaces (I think spaces??). I cannot split this string as there are players with spaces in their names. You cannot use Galaxy():findFaction() for this as player names can change in steam (per documentation) How can I get a list of names, server-side only, so I can match a player name up to a player ID? Edit: Found Server():getPlayers() however it always returns nil. Server():getOnlinePlayers() seems to return a userdata object, but I can't find documentation on it's properties or functions.
  4. Hu, must have. Likely mistake. Either way I ended up making the mod myself : http://www.avorion.net/forum/index.php/topic,1808.0.html
  5. This mod gives you a command to spawn configurable groups of enemies on your sector or other players sectors. You can specify the difficulty, the size and DPS of the ships, as well as the number of ships to spawn. Not all parameters are required, and when excluded (or set to 0) they will revert to their default values for your or the targeted players sector. This mod is a command, and thus can be server-side only, this should make installation pretty easy for server administrators. I have not tested this part yet, if someone could I will update this post with the results. If you notice any issues or have any request please let me know with a reply in this thread New: Added more dynamic and configurable spawning, added ability to spawn pirates on other players! Repository, Readme, and Download Repository Instructions Download Usage Guide /spawnpirates [ --player, --difficulty, --scale, --count ] - --player is the player you wish to spawn the pirates on including yourself. Exclude this parameter to spawn a wave in your sector - Valid Values: - Any online player - --difficulty (Alias: --diff) The pirates difficulty level. This increases their armor, module, and weapon material and rarity levels - Valid Values: - 1 to 100 - --scale Scales the pirates block volume. This increases their overall size as well as their turret count - Valid Values: - 1 to 100 - --count The number of pirates you wish to spawn - Valid Values: - 1 to 25 All Parameters are optional. All parameters will default to the games defaults for your sector. If you do not enter any parameters a single pirate with the default stats for your sector will spawn on you. Parameters are constrained to their allowed range. So if you enter a --difficulty of 250, it will cap it at 100. Example: /spawnpirates --player douglasg14b --diff 10 --scale 5 --count 3 . This will spawn a wave of three pirates of 10 difficulty, with a scale multiplier of 10 in douglasg14b's sector. Help: To recieve help in game, type /spawnpirates --help Installation Guide Download the zip file Open the zip file and copy/paste the folders into your Avorion/data/scripts directory. Merge folders if prompted and replace existing files if they exist from a previous version Planned Features Add alien spawning Version 1.3 Filestructure: attack_spawner.v1.2.zip attack_spawner_v1.3.zip
  6. Just wiped all game data files (including scripts) and reinstalled, issue persists. It is still looking for that .lua file. It does not look for that .lua file on a fresh galaxy. Why would a galaxy be looking for a specific lua file, and where could I go to stop it from doing that?
  7. Issue resolved, my script needed terminate() I was writing a mod for spawning pirate attack waves. I had a .lua file in /commands and a .lua file in /player/cmd. All was working well, I added a line to broadcast a sector message that pirates were attacking and restarted the server to test. The server started using the file in /player/cmd immediately upon login for some reason. I then removed the script to see what would happen, and now the server refuses any connections. The error in the log is: I have removed all the files I added, and have done a full-folder search for references to that script and there are none. The server continues to refuse connections. What is going on? Where is it set that the server must look for this file? Any idea how this started happening and how to fix it? Edit: It looks like the script runs on server start if I use it once on a galaxy, and that galaxy will not startup unless that .lua script exists. Tested on a fresh galaxy. Edit2: It looks like it adds the script reference to the players .dat file that ran the command. serverlog_Sat_Feb_11_17-25-14_2017.txt
  8. That would be a really long and tough problem to solve. I doubt we will see that sort of feature in game, simply because of the resources it would require vs other aspects of the game.
  9. Not sure why this was moved to suggestions? Is it impossible for something like this to be a mod/script?
  10. The instructions are pretty straight forward. And apply to every other mod here, there is no "extra bullshit" involved over any other mod. In fact, OP was nice enough to provide more detailed instructions so you would not overwrite other mods due to conflicts. Most other mods here do not provide you with that information. It's pretty straight forward. If mod A uses file X and mod B also uses file X, installing mod B after installing mod A will overwrite mod A and vice versa. This is not specific to just this mod.
  11. Being able to test a ship out against aliens and pirates would be great. Is there a mod or command for this? If not, then I'll leave this as a request!
  12. When building railguns in the Turret Factories, their listed range is not how far they actually shoot. My current railguns list their range as 8.12, but they only apply damage at ~4Km. How to reproduce: Go to a turret factor and make some railguns and shoot some things with them at range.
  13. Title says it all, what their damage reduction compared to normal?
  14. Holy crap! This is amazing. This needs to be in the FAQ. My buddies and I tried for days to figure out how to send resources.
  15. When I run the dedicated server from the client (windows) there is no console?
  16. Beautiful ships. Do you have screenshots of the stats though?
  17. Damn, what are your hardware specs? Just playing with a couple buddies right now and my 3600k is being maxed out in fights, I don't think I could handle more than 3-4 people total.
  18. My buddies and I want to make mining less of a grind. I looked though the Lua scripts and was unable to find some sort of efficiency or mining weapon damage modifier. Is it possible to edit a script or add one to speed up mining?
  19. I've encountered this a couple times. But only when I was bumping up against the enemy ship. Moving away and stopping the firing, then shooting again caused the turrets to do damage again. These where high rate of fire turrets.
  20. Windows logs may be helpful for this. In windows 10: Start-> type in "Event Viewer" -> click Event Viewer -> Windows Logs Look for an error or warning under System and Application at the exact time you see the notification. That information may be useful in determining the root cause.
  21. Let me introduce you to the star wars interdictor :) It blocks hyperspace jumps for any ships near it.
  22. Can you import single player profiles into multiplayer? A buddy wants me to play with him on his server, but I don't want to lose all my progress. He is fine with it, but we need to sort out how to transfer the profile over, or if anything transfer the ship, ores, and credits.
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