Cruzz999 Posted November 24, 2017 Share Posted November 24, 2017 So, I removed all mods, verified game cache, and reinstalled all the mods I had again except for two (findstation, and automatic research, which didn't work), and after reinstalling this mod, it worked! Link to comment Share on other sites More sharing options...
OutrideGaming Posted November 30, 2017 Share Posted November 30, 2017 - Open file `Avorion/mods/ShipScriptLoader/config/ShipScriptLoader.lua` - Before the last line containing `return Config` add this: Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") - Copy the directory `mods` contained in the CarrierCommander .zip file into the game directory `Avorion` Where does one find the 'CarrierCommander.zip' file? I dont see a link to download it anywhere. Thanks! Link to comment Share on other sites More sharing options...
saith70 Posted November 30, 2017 Share Posted November 30, 2017 - Open file `Avorion/mods/ShipScriptLoader/config/ShipScriptLoader.lua` - Before the last line containing `return Config` add this: Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") - Copy the directory `mods` contained in the CarrierCommander .zip file into the game directory `Avorion` Where does one find the 'CarrierCommander.zip' file? I dont see a link to download it anywhere. Thanks! You have to be registered to the forums and the file will be on the first post in this thread. Link to comment Share on other sites More sharing options...
Sindahir Posted December 6, 2017 Share Posted December 6, 2017 cant get it to work. tried avorion Version 14.5 and the latest beta 0.15.4 (german Version) deleted all in avorium Folder, installed new, only These 2 mods like its in here, tried all 2 times i started new single Player creative mode for Tests, get a fully hangared ship aith fightes out, but no additional menue appears. installed fresh new english Version of the game and nothing either. Server.lua: local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server') if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function© a©; b.onPlayerLogIn©; end end end ShipScriptloader.lua: Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") btw: im playing over Steam so full game path is over steamapps, maby this is the Problem? Link to comment Share on other sites More sharing options...
Hammelpilaw Posted December 6, 2017 Author Share Posted December 6, 2017 The settings looks fine... please post your client and server logs. All paths are relative so it does not matter if it runs in steamapps or anywhere else. Please also post your complete server.lua and ScriptLoader.lua files. Link to comment Share on other sites More sharing options...
Sindahir Posted December 10, 2017 Share Posted December 10, 2017 it must be something with the path Settings. right now im playing on a private beta Server. they have her own mod Settings for download. in it there was the carrier commands mod and it works fine. btw: rustys galaxy Server.. Link to comment Share on other sites More sharing options...
Morf Posted December 11, 2017 Share Posted December 11, 2017 4 days now i failed making it work.... i use the AVorion 0.15 ver Link to comment Share on other sites More sharing options...
Hammelpilaw Posted December 12, 2017 Author Share Posted December 12, 2017 4 days now i failed making it work.... i use the AVorion 0.15 ver Please post all contents of the files /data/scripts/server/server.lua and /mods/ShipScriptLoader/config/ShipScriptLoader.lua. Link to comment Share on other sites More sharing options...
ReBoot Posted December 18, 2017 Share Posted December 18, 2017 Hi Hammelpilaw, first and foremost: Thank you for this awesome mod! Without it - literally unplayable ;D. I've found an error concering alliance ships with fighters. Scenario first: -2 Players -Player A in alliance ship with salvaging fighters on board and activated salvaging command. This player is currently offline and in a different sector then Player B -Player B in non-alliance ship but also in alliance. If Player B connects, the ship of Player A is loaded and tries to run the function "updateServer" in "CarrierCivilCommandSalvage.lua". This causes the following error: 2017-12-18 08-41-46| could not execute function 'updateServer' in '"mods/CarrierCommander/scripts/entity/ai/CarrierCivilCommandSalvage.lua"': 2017-12-18 08-41-46| ...mmander/scripts/entity/ai/CarrierCivilCommandSalvage.lua:106: attempt to index local 'player' (a nil value) 2017-12-18 08-41-46| stack traceback: 2017-12-18 08-41-46| ...mmander/scripts/entity/ai/CarrierCivilCommandSalvage.lua:106: in function 'clearFighterTargets' 2017-12-18 08-41-46| ...mmander/scripts/entity/ai/CarrierCivilCommandSalvage.lua:132: in function 'updateSalvaging' 2017-12-18 08-41-46| ...mmander/scripts/entity/ai/CarrierCivilCommandSalvage.lua:13: in function <...mmander/scripts/entity/ai/CarrierCivilCommandSalvage.lua:11> Reasonably, because Player B ist not online, so no player can be assigned. It's getting worse, because this code is executed once every second and will fill the log-files really quickly. Furthermore the server can't stop and thus not save the galaxy. To fix this, I've added code in the UpdateServer functions in all scripts/entity/ai LUA-files: -- this function will be executed every frame on the server only function updateServer(timeStep) if Sector().numPlayers > 0 then --Start looking for a wreck to assign fighters to. updateSalvaging(timeStep) elseif Sector().numPlayers == 0 then local entity = Entity() for index, name in pairs(entity:getScripts()) do if string.match(name, "mods/CarrierCommander/scripts/entity/ai/") then entity:removeScript(index) end end end end I hope you find this useful. Kind regards, ReBooT P.S. Sorry if some of the language is a bit wonky, english is not my first language. Link to comment Share on other sites More sharing options...
Hammelpilaw Posted December 18, 2017 Author Share Posted December 18, 2017 This mod moved to another topic: http://www.avorion.net/forum/index.php/topic,4268.0.html Laserzwei did a lot of changes and compatibility fixes to this mod, before I found the time to do so. This is why I gave this project to him, Im sure it will be maintained very well. Thanks Laserzwei http://www.avorion.net/forum/Smileys/default/smiley.gif[/img] Link to comment Share on other sites More sharing options...
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