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Nexus

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Everything posted by Nexus

  1. It does so by getting all of the fighters in a sector, then figuring out which ones belong to the player. That's functional, but we're hoping to figure out if there are any lua functions that will access whatever the game uses internally when a carrier gives commands to its fighters. This is pretty much what I'm trying to achieve, and you are correct the mod does not do that atm. I have been dumping lua tables left right and center in an attempt to find out what is and isn't possible. Tbh, what you want is pretty much what i need to take the carrier commands to the next level.
  2. Ok, it finally replicated for me and its....annoying. You will need to unregister the script. First off, download the script uninstaller off of the main post, then load up the save once with scriptloader.lua sill in its place. After that, save and exit. Now removal of the scriptloader.lua file should be possible...also I'm going to search for a better solution to this. It is possible to toggle this feature via menu ? Sometimes it is useful, sometimes not like you you salvage self a big wreck while you release your fighter on cloud of wrecks. Not atm, It would be possible if i could attach the script directly to the fighters but that seems impossible, the script applies but is immediately removed it seems. EDIT: That being said, i did just have an idea, ill see if i can base the carriers next salvage target upon its previous target position...that should give the effect your looking for to an extent
  3. I could try to see if the mining fighters will work in the same way, Not sure though. Remember im using an oddity i noticed in the salvage fighters for this to work..since i cant seem to attach scripts to them or command there AI directly. But ill check to see if miners can work in the same way.
  4. Check data/scripts/server/server.lua and remove the line "player:addScriptOnce("player/scriptloader.lua")" if it is still present, other than that I would have no clue why it is causing you not to load and i would need to see the server log. @balabalalde, is the mod installed on both the client and the server? As that should not be happening..unless i goofed somewhere...Server log would also be helpful. Also the command was /run local ship = Entity() ship:addScriptOnce("data/scripts/entity/carriercraftorders.lua") but i would like to see a server log first.
  5. Oh i know, my Captained ship salvage commands mod is based on a modification of the mine.lua. I do intend to add that, the only problem is that currently both salvaging fighters, and mining fighters count as unarmed. And currently because i cant seem to get the weaponType the fighter has for comparison I'm just checking if the entity counts as unarmed. This means both mining, and salvaging fighters will obey the salvage commands. Once i get this worked out...if i get it worked out...I can hopefully add in the command for miners as well. And as for the salvage fighters attempting to defend you..yah lol. It would be better if i could make them work under the 'attack' mode instead of the 'defend' mode. But it seems that attack mode fights me for control thus fighters just act all conflicted when set to that.
  6. hehe, I have made several updates today. Hopefully most of the annoying problems are fixed now.
  7. Yes, i just managed to replicate the issue on my end as well..seems finicky ill look for a better solution to applying the script. EDIT: oh..its not finicky.....it just defaultscript.lua seems to only be applied on ship founding...which is what i did, ill add something to the login code to check the playercraft for the script.
  8. humm, ss by chance? if all else fails try to run this command: /run local ship = Entity() ship:addScriptOnce("data/scripts/entity/carriercraftorders.lua") You may still have to jump a sector and come back though
  9. ahh, thats the problem, you need to be inside the ship for the orders to show up. So get back in your carrier and check the upper right hand corner for a second puzzle piece.
  10. All that matters is that its the most recent one =P I see no errors in it....you know on a hunch is their a captain in the ship your in? This script only works on the ship your currently flying.
  11. Humm strange, can you put up your log file by chance? Also when you installed the mod, were you asked to replace defaultscripts.lua? i overwrite that file to add in the ship menu
  12. There both independent, humm, ill have to check the files, i did do some trimming just before i put up the files. I may have broken something. EDIT: HA oops, damn it...typed '!=' instead of '~=' in a single spot, this is probably a good reason why i should not post mods while half asleep =P
  13. DISCLAMER: When the 1.8 mod update is released, this mod install will be one way only. It will make non-reversable changes to your universe. A more detailed explanation will be added to the post as 1.8 nears This mod adds a new UI to ships with hangars that will allow you to issue commands to launched fighters. While not perfect, it does aim to solve some of the issues with fighters and their limitations the best that it can. At least until koonchi gets a chance to work on them more. The mod currently supports mining and salvaging fighters. The mod cant differentiate between the two, so it would be best if you limit your launched fighter type to one at a time. I am attempting to solve this, but its proving difficult. Most likely there is a API limitation preventing me from determining if a fighter is a miner or a salvager. One thing I should note though, there can be intermittent problems with fighters not obeying commands. Also fighters wont go after loot directly like captained ships can, I tried and am still working on getting that part working. They will still pickup stuff if they get close enough though. Installation: Go to your Avorion installation directory, and drag the data folder into it. It will ask you to overwrite server.lua, do it the server.lua overwrite is needed to apply the new scripts I added. The script should automatically apply to all ships with a hanger. How to use: The menu is only selectable from within the ship, so you must be currently piloting the carrier you wish to issue orders from. When you look in the upper right hand corner of the screen you should now see a second puzzle piece, that second puzzle piece will allow you access to the commands. Currently there are two commands, Salvage and Idle, hitting idle will disable the script. Maybe there will be more in the future =) (1.7 Update) New command, Mine, fighters will seek out and mine ore rich asteroids only. An option will come later that will allow them to strip a sector. Launch your fighters in defensive stance, it will only work if they are in this stance. (1.5 Update) Now the commands will only be issued to fighters of the unarmed type, so miners and salvage. You can mix combat ships with salvage ships now. Btw, if there is anyone who wants to suggest changes/optimizations to the code I'm all for it. Uninstalling Go to a close by empty sector before uninstalling, also your ship will most likely vanish after uninstalling..so break it down first Due to the fact I'm binding a script to the player, if you uninstall this script you will need to do a few steps. First download the uninstaller script then install that like you would the mod, and leave the scriptloader.lua in its place. Then run the game once and load up the save, after it loads save and exit. You should now be able to remove scriptloader.lua safely. If your installing this on a dedicated server, you should only have to run the uninstaller on the server itself. Known Issues: Putting fighters into 'attack my target' mode will cause them to stop working, that's an effect of the state, Keep them in defensive. The salvage command effects all fighters not only salvage ones, working on it.(1.5 Update)Mostly fixed, commands only effect unarmed fighters now, so miners and salvagers. The menu is available to ships without a hanger equipped. Fighters wont go after drops directly, they will still pick up stuff they get close enough to, but that's it. Changelog: 1.7(Current): - Added mining Option, it currently only mines asteroids with resources. - First iteration of a fighter settings menu. - First set of *possible* fighter settings, at the time of this writing there are two settings being worked on. The first setting limits the number of fighters per wreck target -Has too many issues, need more time The second setting changes how wrecks are targeted, from the carrier position, to the fighter position. This disables the fighter limit per wreck as fighters will begin to spread out on there own anyways. NOTICE: Only the menu UI for these options have been made, their programming hasn't been finished yet. -Added tooltips for each option. -Redid how the automatic unloader for scriptloader.lua. Instead of iterating through EVERY entity, it only gets those with the scripts attached. -The salvage script for carriers auto terminates itself now when there is no wreckage left in the sector. 1.6: Before installing 1.6, validate your files to remove the changes to defaultscripts.lua -Removed changes to defaultscripts.lua(they are no longer needed) -Script is now installed in the ship using onShipChanged rather than onSectorEntered, this means you no longer need to jump to another sector to enable the commands, they auto enable when you start/login to the map since each time you do that you 'enter your ship' so it always applies. -Script now disables itself after the user logs off the server/world they are on. This is to assist with uninstalling -Script now will clear itself from NPC ships..which where never meant to have it in the first place. -Any galaxy created from 1.6 and up should not have any uninstall issues (ships vanishing/sectors being empty etc) so long as instructions are followed. -Any galaxy created before 1.6 you will need to visit each sector you where in prior to uninstalling to remove the scripts from the NPC ships. If you don't your ship may randomly vanish when entering a sector, as a sector loading error will occur. -You will notice a delay in logging off due to the script removal, this is normal. 1.5- MAJOR, Managed to get it so only non armed fighters will listen to salvage commands. So you can mix salvage fighters with combat fighters now. But don't mix salvage and mining fighters, as mining fighters count as unarmed. 1.4- Cleaned the script that handles attaching the new script to pre-existing ships. Faction issues should be completely solved with commanding fighters. 1.3- Scripts will now be properly applied to ships when jumping to another sector. 1.1- Cleaned up carriercraftorders.lua, fixed a derp with the code that was preventing the menu from showing up 1.0- Released Uninstaller.zip CarrierCommandsv1.6.zip CarrierCommandsv1.7.zip
  14. Your welcome, A new version of the mod will pop up shortly that addresses salvage fighters, its not perfect but its a major improvement.
  15. From my understanding, sectors are not constantly loaded, they unload after around...what was it 5 minutes? after all players leave the sector. So the chances of all the sectors that have been visited by players being already loaded isn't very high. Most likely you will have a small number of sectors loaded over the total number of sectors visited. The other issue is he wants to do this on a restart, that is when the fewest number of sectors is loaded. The better option would be attaching something to the sector loading operation to 'trim' the number of wrecks when someone jumps into the sector...although that may screw up scrapyards O_O EDIT: lol Kane beat me
  16. I'm currently working on a version that should hopefully add a 'Carrier Command Menu' to ships with hangers. Simply put it attaches the lua to the deployed fighter rather than the ship itself. This would allow the fighter to automatically detect and go after salvage targets like a captained ship can. But there are some technical hurdles to overcome for me. I has been years since i have touched lua, so I'm about as rusty as a car left in a barn to rot for about 20-30 years...oh and the barn had no roof the whole time lol. I have some of the scripts made, but not tested, I'm still trying to decide how I want the fighters to be assigned their targets. Do I want the carrier to assign them? or do I want the fighters to figure it out themselves? And how should I handle the fighters when there finished? Oh and don't forget the fun one, How the hell do I know I'm applying this to a salvage fighter and not a attack fighter? Also this last patch has thrown me another curve ball, before the patch I almost never had sp server crash issues...now its happening all the time. And no log to show what happens, it just cuts off after posting a timestamp...makes me wonder if its a logging action itself that's making it crash *shrug* But ill see how much of it I can get done tomorrow. I really want to start testing the scripts, knowing my luck I'll spend all day tomorrow attempting to apply a script to a fighter and fail miserably. =P Yes..build small, also try to put the turrets around the 'root' block, im staring to notice that the salvaging turrets seems to have an issue tracking targets while the salvaging ship is moving around....it is in some cases just completely missing the part by a long shot. Seems to be more of an issue the further away the salvaging laser is from the root block, and the scale of the ship seems to effect it as well.
  17. I originally posted this on the steam forums, thought I would post this here as well, incase anyone else finds it useful. This is a small mod I made that adds a salvage mode for ships with captains in them. I should note that as with mining, when told to salvage the ship is literally told to 'attack' the wreck it has targeted. It does this without checking what weapons it has equipped. As such to avoid any issues, it's best to have a dedicated salvaging ship use the commands. The mod adds two commands, Salvage and Clean Sector. The Salvage command works as intended, it will only salvage wrecks that have a listed resource content and value. Which not all pieces have so some will be missed. The Clean sector command no longer cares if the wreckage has a resource content of value. It will mine away ALL wrecks. Go to your install directory, using steam right click on the game and to go Properties->Local Files->Browse Local files And place the data folder in the zip file inside that directory that pops up. Then run the game Salvage_Command.zip
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