Devious Posted March 26, 2017 Share Posted March 26, 2017 Is sethome still working for you after the patch? For us the repair dock method Koonschi added seems to override it. Link to comment Share on other sites More sharing options...
Espcevan Posted April 3, 2017 Share Posted April 3, 2017 For the Turret and Upgrade commands, I came up with this to make it a little easier. Link to comment Share on other sites More sharing options...
Thundercraft Posted April 11, 2017 Share Posted April 11, 2017 Question about your /inventory upgrade script: Is there any chance - at all - that you could add support for the Extra Crew Workforce System Moduls mod? The reason I ask is because I always design my ships in a creative-mode galaxy. But, even in creative, ships still take constant damage unless they have enough mechanics for crew. And, as I design a ship, I don't always have enough crew quarters to hold enough... a catch-22. I can't emphasize enough how handy it would be to be able to spawn several legendary Robotic Crew modules for when I design really BIG ships. Those are rare enough, let alone trying to find several legendary modules... Link to comment Share on other sites More sharing options...
Kiwi Posted April 13, 2017 Share Posted April 13, 2017 Suggestion for a command to clear inventory or a way to remove turrets from your inventory, as if you spawn in lots of turrets trying to get the best there doesn't seem to be quick way to remove the ones you don't want from your inventory (please correct me if I'm wrong) Link to comment Share on other sites More sharing options...
EZ_Ryder Posted April 25, 2017 Share Posted April 25, 2017 Is sethome still working for you after the patch? For us the repair dock method Koonschi added seems to override it. Are there any special requirements for /sethome to work? I've used it early game (1 ship, no stations or asteroids built on yet) and when my 1 ship gets destroyed, I respawn in my drone waaaay back in the starting sector. This is on a server or in SP (double checked the install directions and made sure the scripts were in the right place). Link to comment Share on other sites More sharing options...
Fox Posted April 25, 2017 Share Posted April 25, 2017 Are there any special requirements for /sethome to work? I've used it early game (1 ship, no stations or asteroids built on yet) and when my 1 ship gets destroyed, I respawn in my drone waaaay back in the starting sector. This is on a server or in SP (double checked the install directions and made sure the scripts were in the right place). cant say if the said patch messed it up since i havent used it recently, but i know you gotta have a station in the sector, friendly or your own: ... /sethome Allows player to change home sector to current if friendly or own station is present. Usage: /sethome ... Great Mod btw, Fox approved! Link to comment Share on other sites More sharing options...
EZ_Ryder Posted April 25, 2017 Share Posted April 25, 2017 cant say if the said patch messed it up since i havent used it recently, but i know you gotta have a station in the sector, friendly or your own: ... /sethome Allows player to change home sector to current if friendly or own station is present. Usage: /sethome ... Great Mod btw, Fox approved! Doh! Thanks Fox! Guess I need to work on my faction standing in a lot of sectors. :) Link to comment Share on other sites More sharing options...
Fox Posted May 20, 2017 Share Posted May 20, 2017 Even if a bit late for the party, i think this... "Helpful table of commands" ... is quite handy, tho the missing Salvage-Laser on the Weapon List could be added! ^,.,^ Ty nevertheless! Link to comment Share on other sites More sharing options...
Nscmichael Posted June 5, 2017 Share Posted June 5, 2017 How does one change maxheat/overheat/cooldown or whatever it is on weapons? (Talking script here) Link to comment Share on other sites More sharing options...
Aki Posted June 5, 2017 Author Share Posted June 5, 2017 How does one change maxheat/overheat/cooldown or whatever it is on weapons? (Talking script here) Using this mod you can't as of now. But overall it is possible: you need to create Weapon, then create TurretTemplate and add weapons to it. From TurretTemplate you can create InventoryTurret and then, finally, add it to your inventory. Link to comment Share on other sites More sharing options...
AkSpeed Posted June 7, 2017 Share Posted June 7, 2017 Does not work i put the files where you said they needed to be then restarted server then started my game pressed shift then typed /crew fill and it said it was a not recognized i need a install guide for dummies because this does not work. Link to comment Share on other sites More sharing options...
MegaChill Posted June 21, 2017 Share Posted June 21, 2017 The agoods and crew commands are completely broken as of latest patch 2017-06-22 23:00 UTC. agoods @ data/scripts/player/cmd/agoods.lua : 9 (string expected, got nil) crew @ data/scripts/player/cmd/crew.lua : 25 (attempt to concatenate local action) Link to comment Share on other sites More sharing options...
Hammelpilaw Posted June 22, 2017 Share Posted June 22, 2017 The agoods and crew commands are completely broken as of latest patch 2017-06-22 23:00 UTC. agoods @ data/scripts/player/cmd/agoods.lua : 9 (string expected, got nil) crew @ data/scripts/player/cmd/crew.lua : 25 (attempt to concatenate local action) At least /crew fill still works for me. Avorion 0.12.3. However... it worked in 0.12.3, now its broken. Link to comment Share on other sites More sharing options...
Devious Posted June 22, 2017 Share Posted June 22, 2017 The crew command was working fine for us, we were using the one with crew cost tho. Agoods did give an error so took that out, looks like it needs a rework like sethome which is overridden by Koons vanilla repair dock respawn. Unless there has been a patch in the meantime that I didn't notice yet, it should still be working. Are you sure you have the files on your client too, that could be the cause? Link to comment Share on other sites More sharing options...
jeproxx1 Posted June 30, 2017 Share Posted June 30, 2017 Can the mod All turret Auto-Targeting be implemented with the commands? I'd like to have auto-targeting when i spawn a turret through the command or can you do another line where we specify if we want independent targeting or not thank you! Link to comment Share on other sites More sharing options...
Nscmichael Posted July 15, 2017 Share Posted July 15, 2017 I have set up everything that I want. Now, I don't know what the weapon stat or property cooldown is. Can you tell me what it is and where to put it? (Credits to Luccio for this template) turretgen.txt Link to comment Share on other sites More sharing options...
Nscmichael Posted July 17, 2017 Share Posted July 17, 2017 I have the template, but I don't know the cooldown thing. Is it a boolean, a property, a weapon.whatever thing? Link to comment Share on other sites More sharing options...
purplemedia Posted July 24, 2017 Share Posted July 24, 2017 I couldn't get the /agoods command to work. The server was displaying an error upon a player login stating there was an error with the function initialize. I had tried using the steel example given but saw no response. I logged out and back in and saw that the server was displaying the function error. Link to comment Share on other sites More sharing options...
Myrre Posted September 27, 2017 Share Posted September 27, 2017 Currently getting this problem on 0.14.3 anyone know what the problem might be? It worked fine a few days ago.. tho I think it might have had something to with the server being on 0.14.0 2017-09-27 06-15-31| could not execute function 'initialize' in '"data/scripts/player/cmd/agoods.lua"': 2017-09-27 06-15-31| data/scripts/player/cmd/agoods.lua:9: bad argument #1 to 'gsub' (string expected, got nil) 2017-09-27 06-15-31| stack traceback: 2017-09-27 06-15-31| [C]: in function 'gsub' 2017-09-27 06-15-31| data/scripts/player/cmd/agoods.lua:9: in function <data/scripts/player/cmd/agoods.lua:6> Link to comment Share on other sites More sharing options...
G1lgamesch Posted October 5, 2017 Share Posted October 5, 2017 There are some commands that either do not work or have an Identification script so incoherently different that we Need a Manual for this. Alone for /inventory Upgrade i had to try over 60 different script imputs for the Turret Control Systems. NOT A SINGLE ONE WORKED. Some commands Need a verification list so we know what to imput in there. Such being: Turrets: Pulse cannon Upgrades: TCS (Turret control system), Detector As of right now, i am still going through other commands that have unknown imputs or possibly are defect even. but as of right now, the 2 most important upgrades are unavailable for the mod Link to comment Share on other sites More sharing options...
Tyo Atrosa Posted October 5, 2017 Share Posted October 5, 2017 ---COMMANDS--- /teleport <player> [x] [y] *teleport command is vanilla. No mod needed /sethome /inventory turret <type> [rarity] [material] [tech] [amount] /inventory upgrade <script> [rarity] [amount] /inventory available <turrets|upgrades|materials|rarities> /crew <fill|clear|add> /crew add <profession> [amount] /price ---INPUT VALUES--- <script> arbitrarytcs batterybooster cargoextension civiltcs energybooster enginebooster hyperspacebooster militarytcs miningsystem radarbooster scannerbooster shieldbooster tradingoverview velocitybypass energyshieldconverter valuablesdetector <type> chaingun laser miningturret plasmagun rocketlauncher cannon railgun repairbeam bolter lightninggun teslagun forcegun salvaginglaser [rarity] legendary exotic exeptional rare uncommun common petty [material] avorion ogonite xanion trinium naonite titanium iron <profession> none engine gunner miner repair pilot security attacker sergeant lieutenant commander general captain this was posted before earlier in the post. Link to comment Share on other sites More sharing options...
G1lgamesch Posted October 7, 2017 Share Posted October 7, 2017 Ah. okay, thanks. also, some of the commands work with Shorter versions. for example plasma and tesla for turrets or scanner (scan) and Hyperspace jump module (Hyperspace) for upgrades. just thought there wasn't a full and complete list of the command scripts and settings. thanks Link to comment Share on other sites More sharing options...
Charless Posted November 8, 2017 Share Posted November 8, 2017 Can someone give an example of what a legendary avorion railgun should look like in the script, I always get weapon type not found, Is this broken now? Link to comment Share on other sites More sharing options...
TheFunkyNipple Posted November 12, 2017 Share Posted November 12, 2017 I recently got back into avorion and still find crew to be a hazard with large ships :'( and the command is still not functioning correct? Link to comment Share on other sites More sharing options...
Wilponderoci Posted November 15, 2017 Share Posted November 15, 2017 just checking out the game after a long break and this is not working.... :'( Link to comment Share on other sites More sharing options...
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