Dournbrood Posted April 21, 2018 Share Posted April 21, 2018 To start off, I know that there's technically already ways to spawn in items using the entitydbg.lua script under the player tab where "Guns Guns Guns", "Gimme Systems" and "Mining Lasers" are, but those are entirely randomized so I've been looking for a way to spawn in items of specific types, materials, rarities and even specifying stats. Both for fun and for server management in case somebody's stuff gets yanked for a stupid reason. I did look through the entitydbg.lua script for a bit to see if I could figure out the syntax or find some documentation, but no cigar there. I'm just wondering if somebody has created a lua script or server-side plugin that still allows other players to join with vanilla installations but can also spawn in items in such a specific manner as above. If not, then if somebody could point me to documentation or an example script on how the item generation and spawning works in-terms of scripting, I might be able to do something like that myself. Link to comment Share on other sites More sharing options...
Devious Posted April 22, 2018 Share Posted April 22, 2018 Look for the Avorion commands package made by Aki Link to comment Share on other sites More sharing options...
Mattoropael Posted April 23, 2018 Share Posted April 23, 2018 There are some simple pre-defined customized spawn scripts floating out there that you can experiment with. Overpowered Weaponry * Custom Torpedo Spawn Script * That one can be further customized since it isn't really using a lot of API functions. Compared to the included chaingun spawn script: package.path = package.path .. ";data/scripts/lib/?.lua" function execute(sender, commandName, ...) TurretGenerator = require("turretgenerator") TurretGenerator.initialize(Seed(turretSeed)) local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.ChainGun, Material(MaterialType.Trinium)) local weapons = {turret:getWeapons()} turret.size = 1 turret:clearWeapons() for _, weapon in pairs(weapons) do weapon.reach = 1500 weapon.damage = 200 weapon.fireRate = 10 turret:addWeapon(weapon) end turret.baseEnergyPerSecond = nil turret.energyIncreasePerSecond = nil turret.heatPerShot = 0 turret.automatic = true turret.turningSpeed = 2 for i=1,50 do Player(sender):getInventory():add(InventoryTurret(turret)) end return 0, "", "" end function getDescription() return "A shorter way to get entitydbg" end function getHelp() return "A shorter way to get entitydbg" end Here's a heavily-customized version based on that script with more API functions utilized, which I use for one of my ship's custom AF cannon-based CIWS: package.path = package.path .. ";data/scripts/lib/?.lua" function execute(sender, commandName, ...) TurretGenerator = require("turretgenerator") TurretGenerator.initialize(Seed(turretSeed)) local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.AntiFighter, Material(MaterialType.Trinium)) local weapons = {turret:getWeapons()} turret.size = 0.1 turret:clearWeapons() for _, weapon in pairs(weapons) do weapon.damage = 357 weapon.fireRate = 5 weapon.accuracy = 0.95 weapon.reach = 500 weapon.pvelocity = 300 weapon.recoil = 0 weapon.pmaximumTime = weapon.reach / weapon.pvelocity weapon.shieldPenetration = 0 weapon.hullDamageMultiplicator = 1 weapon.shieldDamageMultiplicator = 1 weapon.stoneDamageMultiplicator = 10 --weapon.psize = 0.5 weapon.pcolor = ColorRGB(1, 1, 1) turret:addWeapon(weapon) end turret.baseEnergyPerSecond = nil turret.energyIncreasePerSecond = nil turret.heatPerShot = nil turret.automatic = true turret.simultaneousShooting = true turret.turningSpeed = 5 turret.slots = 1 turret.crew = Crew() -- No crew requirements turret.flavorText = "CIWS" for i=1,350 do Player(sender):getInventory():add(InventoryTurret(turret)) end return 0, "", "" end function getDescription() return "A shorter way to get entitydbg" end function getHelp() return "A shorter way to get entitydbg" end Link to comment Share on other sites More sharing options...
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