[MOD] Player Shipyards and more

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BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7411
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain » Thu, 22. Dec 16, 01:57

This is fixed in CWIR already, just download and replace with correct files.

ns88ns
Posts: 90
Joined: Sun, 11. Sep 11, 22:00
x4

Post by ns88ns » Thu, 22. Dec 16, 02:35

Ok. Thank you.

ns88ns
Posts: 90
Joined: Sun, 11. Sep 11, 22:00
x4

Post by ns88ns » Thu, 22. Dec 16, 02:54

M... It isn't so easy... I just checked and found the same code in the same files in CWIR 1.60 RC (from nexus):

Code: Select all

<do_elseif value="$soldship2.primarypurpose == objectpurpose.mine and $soldship2.availableunits.{unitcategory.orecollector}.count gt 0">
  <start_script object="$soldship2.pilot" name="'mining.ship.free'">
    <param name="basketoverride" value="[ware.ice, ware.ore, ware.silicon, ware.nividium]"/> 
  </start_script>
</do_elseif>
<do_elseif value="$soldship2.primarypurpose == objectpurpose.mine and $soldship2.isclass.[class.ship_m, class.ship_s] and $soldship2.availableunits.{unitcategory.orecollector}.count gt 0">
  <start_script object="$soldship2.pilot" name="'mining.ship.free'">
    <param name="basketoverride" value="[ware.ice, ware.ore, ware.silicon, ware.nividium]"/> 
    <param name="range" value="'cluster'"/>
  </start_script>
</do_elseif>
But... This code is senseless. The second ELSEIF condition in the example abowe will work never because first ELSEIF condition is more generalized.

Really the issue I described prove to be ralated to LostSectors mod, not to PlayerShipyards mod. Buggy code in the PlayerShipyards mod is never executed due to messy ELSEIF conditions...

Sorry for that...

Thank you for you great work.

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