RoMonGerr
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Posts posted by RoMonGerr
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good news,
I will use my current free time to update the fleetcontrol mod and already started fixing ... expect a new release the next days ;D
Word ..."Message" From Modder w00zla
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I wish I had the knowledge to update it, hopefully someone who can do so picks it up :)
Got this mod in my modpack, it works fine. Did some changes at all, so I don't remember what exactly is incompatible in the original version by w00zla. I may package it as a standalone mod by time and publish here in this topic.
Although I did not plan to do long term support for this mod, so if someone wanna have the fixed code to provide support for future Avorion versions please send me a message.
Hey! That is great you got it working. I saw your (this) post at/about the same day a new patch dropped. Guess my questions to you are ? 1st does it still work after Combat update 2(turrets) ??? Even if you don't plan on doing long term support it would still be awesome if you would post your version of the mod, so that others may enjoy the fruits of your labor? I Thank you for taking the time to get it working. Sadly for me looking at code is like looking at a hypno Wheel ???
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Well bad news, good news, bad news. The lastest version of game has broken the mod & any patches to date. I did contact mod maker, who did reply. He did say he would try to look it over to see if he could find a fix. Sadly that was late April 2018. If only I “lived” in the code (if I only understood it all), but at last, after looking at it for more than a few minutes it all blurs into one big blob of gibberish!
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here is the fix.
"Functions addShipUIScript and removeShipUIScript in data/scripts/player/fleetcontrol/manager.lua does a math check against shipidx which is a UUID (ex: 43214321231-312312-312321)
Removing the shipidx > 0 fix the issue." from Functions addShipUIScript and removeShipUIScript
Just download lua editor and find the file manager.lua in the player directory
works now
Ok I understand to go to file "data/scripts/player/fleetcontrol/manager.lua" and Edit
The part I do not understand is a bit unclear as what to do.
So, to Clear things up for other programing Noobs like me.
(who have to use Trial & Error) To save you some trouble.
Delete lines in "RED"
{Section of File:}
(function onSectorEntered(playerIndex, x, y)
Sector():registerCallback("onDestroyed", "onDestroyed")
updateSectorPlayerShips()
end
function addShipUIScript(shipidx)
-- add script to ship entity
if shipidx and shipidx > 0 and lastCraft ~= shipidx then
local entity = Entity(shipidx)
if entity and valid(entity) then
ensureEntityScript(entity, fc_script_controlui)
lastCraft = entity.index
-- push server config values to client UI script
pushShipUIServerConfig(entity)
end
end
end
function pushShipUIServerConfig(entity)
local sconfig = getConfig("server", getServerConfigDefaults())
local svalues = {
updatedelay = sconfig.updatedelay,
debugoutput = sconfig.debugoutput,
enablehud = sconfig.enablehud
}
entity:invokeFunction(fc_script_controlui, "syncServerValues", svalues)
end
function removeShipUIScript(shipidx)
-- remove scripts(s) from player ship
if shipidx and shipidx > 0 then
local entity = Entity(shipidx)
if entity and valid(entity) then
removeEntityScript(entity, fc_script_controlui)
if shipidx == lastCraft then
lastCraft = nil
end
end
end
end
function removeAllScripts()
{File continues...}
Fixed it for me YAY!
Does Kibby Dance <("<) -(")- _(")_ ~(")~ (>")> /(")\ \(")/
[MOD](v0.5.1) FleetControl - easy management of ship groups and more
in Mods
Posted
YES, Sorry My Bad .. i D/L-ed the V.04 .. so eager beaver sorry again !!!!!