Janzani Posted February 7, 2017 Share Posted February 7, 2017 Hey! I am having problems with the turret adding. I made the lua file and pasted it in data/scripts/commands but it does not work in game :O I tried one of the example ones in the original post and nothing happens. And thanks! /sethome is such a life saver. Link to comment Share on other sites More sharing options...
Linkfish Posted February 7, 2017 Share Posted February 7, 2017 Thanks for the /sethome command, works well on my server (UK - The Holy Checksum) Link to comment Share on other sites More sharing options...
Kal Posted February 9, 2017 Share Posted February 9, 2017 Is it planned to add fighter spawning? Link to comment Share on other sites More sharing options...
cptbetty Posted February 10, 2017 Share Posted February 10, 2017 For the add crew...is there a way you can make it add actual professionals instead of just regular crew? Link to comment Share on other sites More sharing options...
Aki Posted February 10, 2017 Author Share Posted February 10, 2017 For the add crew...is there a way you can make it add actual professionals instead of just regular crew? Currently no, sorry, I want to add it asap but if there is someone who want to do it, then I'm open for any contribution. Is it planned to add fighter spawning? Yeah, it is a little bit more complicated than /inventory, because you need to create/have squadrons beforehand, but after that it should be quite similar. I am having problems with the turret adding. I made the lua file and pasted it in data/scripts/commands but it does not work in game :O I tried one of the example ones in the original post and nothing happens. Make sure you have pasted all files in correct directories. Note the player/cmd/ path. Link to comment Share on other sites More sharing options...
era5or Posted February 10, 2017 Share Posted February 10, 2017 Aki, Im a fan of your simple sethome script as it works 100% server side, however is there any chance you could either modify too my needs or point me in the right direciton too dig in and modify it somewhat :) Heres what im thinking... (So I can have the command setup as public use) 1) Charge player money amount for activation (customizable via script) 2) Upon activation reverse faction standing of current home system (something too do with home.x home.y when I was looking at code) 3) Upon activation add faction standing for new home system, eg closest faction too where command is issued. Logic would go something like this.. Cmd Activated Grab player current home faction too args Grab player current sector faction too args If money check correct then apply faction changes else fail with error msg regarding money etc Something like that, Im sure you get the idea of what im sugesting :) Link to comment Share on other sites More sharing options...
Aki Posted February 10, 2017 Author Share Posted February 10, 2017 era5or, Charging players for use would be simple. Well, changing faction standings shouldn't be an issue either, but we already have version of this script that allows players only to change home to sector with friendly or own station. I think we should go in this direction. We are just waiting with this version for alliance update which will most likely change some of faction-related stuff. For charging in data/scripts/player/cmd/sethome.lua: local price = 1000 if player:canPayMoney(price) then player:payMoney(price) --change home sector, lines 5,6 end Or similar. Link to comment Share on other sites More sharing options...
Janzani Posted February 10, 2017 Share Posted February 10, 2017 I am having problems with the turret adding. I made the lua file and pasted it in data/scripts/commands but it does not work in game :O I tried one of the example ones in the original post and nothing happens. Make sure you have pasted all files in correct directories. Note the player/cmd/ path. Yea that did the trick. I did not have the second lua file in the player directory. :) Cheers. Link to comment Share on other sites More sharing options...
era5or Posted February 11, 2017 Share Posted February 11, 2017 Thanks for the reply Aki, I can at least implment the price side of things for now, but yeh i think its smart waiting too see how the faction/alliance stuff may change in next update. Im currently waiting on the custom ports too work, as atm it seems too fallback to a hardcoded steam default ports no matter what im doing :( era5or, Charging players for use would be simple. Well, changing faction standings shouldn't be an issue either, but we already have version of this script that allows players only to change home to sector with friendly or own station. I think we should go in this direction. We are just waiting with this version for alliance update which will most likely change some of faction-related stuff. For charging in data/scripts/player/cmd/sethome.lua: local price = 1000 if player:canPayMoney(price) then player:payMoney(price) --change home sector, lines 5,6 end Or similar. Link to comment Share on other sites More sharing options...
EvolvedSungod Posted February 12, 2017 Share Posted February 12, 2017 Would be nice if the crew adding feature added trained crew, not untrained Link to comment Share on other sites More sharing options...
Mobiyus Posted February 12, 2017 Share Posted February 12, 2017 Thanks for the great work on this! These commands are lifesavers for us creative players :) Made a quick ref txt file of the input values. Made it for myself to keep open on the second screen but might as well post it here, figured it could be useful to others. ---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 Link to comment Share on other sites More sharing options...
D4rkDr4gon Posted February 12, 2017 Share Posted February 12, 2017 I am still having trouble with the /crew command. I read the forum and still nothing helped me out. I was wondering if you could post a small video on the downloading of this mod. Link to comment Share on other sites More sharing options...
Aki Posted February 13, 2017 Author Share Posted February 13, 2017 I am still having trouble with the /crew command. I read the forum and still nothing helped me out. I was wondering if you could post a small video on the downloading of this mod. Read whole point before doing anything. Following dots on file paths and names are due to sentence structure, ignore them. [*]Clean-up if you installed it. [*]Download first file from the first post: this one. [*]Move that file to <Avorion>/data/scripts/commands/. Make sure that name is crew.lua. [*]Download second file from the first post: this one. [*]Move tat file to <Avorion>/data/scripts/player/cmd/. Make sure that name is crew.lua. Note that cmd directory might not exist - create it if needed. [*]That's it. Test it with example provided in first post. If you still have problems then press single-quote (') or tilde/backquote (~/`) to open up console. Make a screenshot and post it if there is anything interesting in it. Link to comment Share on other sites More sharing options...
Nscmichael Posted February 13, 2017 Share Posted February 13, 2017 I am trying to use all of the mods together... turns out the /inventory commands are the only ones working. Help? :( Link to comment Share on other sites More sharing options...
Aki Posted February 13, 2017 Author Share Posted February 13, 2017 I am trying to use all of the mods together... turns out the /inventory commands are the only ones working. Help? :( Try reading post above yours and applying all the steps for every script you want to install (make sure you download proper files and put them in proper directories: that player/cmd/ is important). If that won't help post console (single-quote key) output on calls. I will post soon whole package along with FAQ. Link to comment Share on other sites More sharing options...
thedamnatus Posted February 14, 2017 Share Posted February 14, 2017 Will it be possible to make a GUI addon to your script? I may try making it myself if that's possible. Really don't like typing lots of parameters every time Link to comment Share on other sites More sharing options...
hiveliberty Posted February 14, 2017 Share Posted February 14, 2017 /sethome - sets the sector is the same for all or each sets its own sector for yourself? Link to comment Share on other sites More sharing options...
Nscmichael Posted February 14, 2017 Share Posted February 14, 2017 I am trying to use all of the mods together... turns out the /inventory commands are the only ones working. Help? :( Try reading post above yours and applying all the steps for every script you want to install (make sure you download proper files and put them in proper directories: that player/cmd/ is important). If that won't help post console (single-quote key) output on calls. I will post soon whole package along with FAQ. Thank you! :D Link to comment Share on other sites More sharing options...
illegalos Posted February 16, 2017 Share Posted February 16, 2017 I have no idea what i'm doing, but it work so whatever. usage /fighter add <type> [rarity] [material] [tech] [amount] EDIT : removed outdated attachment. Link to comment Share on other sites More sharing options...
ice_vlad Posted February 16, 2017 Share Posted February 16, 2017 I have no idea what i'm doing, but it work so whatever. usage /fighter add <type> [rarity] [material] [tech] [amount] Well, it doesn't really work. At first file had some spacing issue, like "end" was merged with next word, I fixed it. Still, I was giving me this. Iddno Link to comment Share on other sites More sharing options...
illegalos Posted February 17, 2017 Share Posted February 17, 2017 Well, it doesn't really work. At first file had some spacing issue, like "end" was merged with next word, I fixed it. Still, I was giving me this. Iddno That's what you can expect from someone with no experience in programming or scripting. I just copy paste around. Maybe someone else can fix it. I still can't figure out how to remove fighter, that how competent i am. EDIT : since someone else is already making an addfighterscript, so this is likely the final one from me. removed previous attachment update attachment and usage: to add figher: /fighter add <type> [rarity] [material] [tech] [amount] to check free space: /fighter free note : volume are not the same as free slot since larger fighter which are generated using higher tech value will occupy more space. fighter.zip Link to comment Share on other sites More sharing options...
NickehBoi Posted February 17, 2017 Share Posted February 17, 2017 Well, it doesn't really work. At first file had some spacing issue, like "end" was merged with next word, I fixed it. Still, I was giving me this. Iddno That's what you can expect from someone with no experience in programming or scripting. I just copy paste around. Maybe someone else can fix it. I still can't figure out how to remove fighter, that how competent i am. Working fine for me! Thank you! Been waiting for this for a while. Link to comment Share on other sites More sharing options...
ice_vlad Posted February 18, 2017 Share Posted February 18, 2017 Well, it doesn't really work. At first file had some spacing issue, like "end" was merged with next word, I fixed it. Still, I was giving me this. Iddno That's what you can expect from someone with no experience in programming or scripting. I just copy paste around. Maybe someone else can fix it. I still can't figure out how to remove fighter, that how competent i am. EDIT : since someone else is already making an addfighterscript, so this is likely the final one from me. removed previous attachment update attachment and usage: to add figher: /fighter add <type> [rarity] [material] [tech] [amount] to check free space: /fighter free note : volume are not the same as free slot since larger fighter which are generated using higher tech value will occupy more space. It's wors now! Thanks a lot! Link to comment Share on other sites More sharing options...
rocket7642 Posted February 19, 2017 Share Posted February 19, 2017 Is there a way in the crew command at the moment to add trained crew instead of untrained crew? Link to comment Share on other sites More sharing options...
Aki Posted February 19, 2017 Author Share Posted February 19, 2017 Is there a way in the crew command at the moment to add trained crew instead of untrained crew? Yes, just updated with new version of /crew command. Now it is possible via e.g.: /crew add mechanic prof 2 5. This will add 5x Professional Mechanics at level 2. Link to comment Share on other sites More sharing options...
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