drew4452862 Posted November 16, 2017 Share Posted November 16, 2017 No idea. Going to try and start with a command to test this out /summon -- well it works but lua is cancer. supposedly it can never find any script ever. even when it is looking in the correct folder, for the correct file AND IT RUNS. Nope, couldn't find it ok lets try google, o not a fucking thing... shocked -- Link to comment Share on other sites More sharing options...
drew4452862 Posted November 16, 2017 Author Share Posted November 16, 2017 If you test this you won't have AstrayasClass.xml in data/plans. I had to subscribe to a Workshop ship, build it from plans, save it as something else and then I could move the file from my AppData/Roaming/Avorion folder. lol zzzz also added in a modified version of the price command and added it to the admin.xml package.path = package.path .. ";data/scripts/lib/?.lua" package.path = package.path .. ";data/scripts/?.lua" require ("galaxy") require ("stringutility") local PlanGenerator = require ("plangenerator") local ShipUtility = require ("shiputility") local TurretGenerator = require ("turretgenerator") if onServer() then function initialize() player = Player() local str = "Testing ship summon" local lastSector = {} player:sendChatMessage("Debug", 0, str) --local faction = Galaxy():createRandomFaction(Sector():getCoordinates()) --DB 1 changing faction name to make nme local factionName = "Astrayanians 44" local faction = Galaxy():findFaction(factionName) if Galaxy():findFaction(factionName) == nil then player:sendChatMessage("Debug", 0, "I made a new faction") faction = Galaxy():createFaction(factionName, 310, 0) faction.initialRelations = 0 faction.initialRelationsToPlayer = -100000 faction.staticRelationsToPlayers = true end --local plan = PlanGenerator.makeFreighterPlan(Faction()) local plan = LoadPlanFromFile("data/plans/AstrayasClass.xml") local pos = random():getVector(-1000, 1000) pos = MatrixLookUpPosition(-pos, vec3(0, 1, 0), pos) local ship = Sector():createShip(faction, "Astrayas Class", plan, pos) ship.title = "something" ship.name = "something2" ship.crew = ship.minCrew ship:addScript("ai/patrol.lua") TurretGenerator.initialize(random():createSeed()) local turret = TurretGenerator.generateArmed(x, y) -- Number of turets gets reduced and replaced with a damage multiplier local numTurrets = 3000 ShipUtility.addTurretsToCraft(ship, turret, numTurrets) --this is validation found in the4 script that i didn't want to mess with -- make sure this is all happening in the same sector local x, y = Sector():getCoordinates() if lastSector.x ~= x or lastSector.y ~= y then -- this must be set in order to drop the loot -- if the sector changed, simply unset it lastPosition = nil end lastSector.x = x lastSector.y = y Loot(boss.index):insert(InventoryTurret(TurretGenerator.generate(x, y, 0, Rarity(RarityType.Exotic), WeaponType.RepairBeam))) terminate() end end Link to comment Share on other sites More sharing options...
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