[SCRIPT: Upd 09/02] Rename ships with Expression 1.7 (RSwE) New links
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Re: [SCRIPT: Upd 09/02] Rename ships with Expression 1.7 (RSwE) New links
does anyone know any resolution for this problem? now I have many blank notifications, its really hard to keep track where/who its from.Loky77 wrote:This is an unfortunate known issue .Loky77 wrote: Colors:
Currently, due to some hard coded behavior in X3TC, colors are working
differently between incoming messages/log book, and the rest of X3TC UI. You can still use the color tags provided, but messages will be empty.
and i decided to stop using this until the blank message can be resolved.
No known resolution.
You could always just stop using colors in your ship names. This script is quite useful even without that feature.
You could always just stop using colors in your ship names. This script is quite useful even without that feature.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
Thanks for script!
Small bug, please fix it.
$Wing is undefined in *ZN case.
plugin.loky.rswe.tool.xml:
and ' %s' must be '%s' (without space) because '00' and '0' without space...
Small bug, please fix it.
$Wing is undefined in *ZN case.
plugin.loky.rswe.tool.xml:
Code: Select all
230 ||else if $part == '*ZN'
231 |||$Pers.Ship = null
232 |||$dummy = $ships.cntr
233 |||
234 * *= personal ship
235 |||if $currentship -> get amount of ware Spacefly Collector in cargo bay
236 ||||skip if $currentship -> is of class TS
237 |||||$Pers.Ship = 1
238 |||end
239 |||if $Pers.Ship
240 ||||$addvar = $Wing + ' '
241 |||else
242 ||||if $ships.cntr < 10
243 |||||$addstring = $Wing + '00' + $dummy
244 ||||else if $ships.cntr < 100
245 |||||$addstring = $Wing + '0' + $dummy
246 ||||else
247 *$addvar = $Wing + $dummy
248 |||||$temp = sprintf: fmt=' %s', $dummy, null, null, null, null
249 |||||$addstring = $Wing + $temp
250 ||||end
251 |||end
I am having the same issue as dcarver. For example, I set clipboard 1 to an expression, let's say *TN. When I rename a ship with the string "My *Y1", I expect the ship to be renamed "My Rapier" or something similar. Instead the ship is renamed to "My *TN". It seems that expressions in clipboard items are not evaluated, but are being literally applied to the name.Loky77 wrote:1. Put *KG*FP *FI*KX in the clipboard 1
2. Put *KM*TS*KX in the clipboard 2
3. You should see *KG*FP *FN*KX on the clipboard 1 line and *KM*TS*KX on the clipboard 2 line
4. Rename a formation using *Y1 *Y2
5. The formation should be renamed with the type of ship in magenta, then its formation name + its position in this formation in green.
If I follow the steps above, my ships are named "*KG*FP *FN*KX *KM*TS*KX"
Bug Report
When using *ZN (Description Below for reference) it adds the word "null" before the numbering. Example below using M4 Solano
*CL - GW-*ZN Escort - *TS
Results as:
M4 - GW-null001 Escort - Solano
I tried using just the *ZN and it still ended up putting "null" infront of the numbering.
*ZN : Incrementing number with leading zero
PS: I absolutely love this script. I only wish I saw it sooner then today
When using *ZN (Description Below for reference) it adds the word "null" before the numbering. Example below using M4 Solano
*CL - GW-*ZN Escort - *TS
Results as:
M4 - GW-null001 Escort - Solano
I tried using just the *ZN and it still ended up putting "null" infront of the numbering.
*ZN : Incrementing number with leading zero
PS: I absolutely love this script. I only wish I saw it sooner then today
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[Mobo] SABERTOOTH 990FX R2.0
[CPU] AMD FX-9370 8 Cores 4.4 - 4.7GHZ 16MB DDR3-1866
[Cooling] Corsair Hydro Series H80I CPU Cooler System
[Video] Evga 970 GTX SC 3.5Gb Ram ==> [Ram] G-Skills Ripjaws X 16GB
[Harddrive] (2) x Samsung 850 Evo 250GB SSD
[Harddrive] Samsung 840 Series 120GB SSD ==> [Harddrive] WD BLACK 1TB 64MB 7200RPM
[Disc Player] LG 14X BLU-RAY BURNER ==> [Case] Thermaltake A71 Chaser [Windows 7 Pro]
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this puts the full sector race owner and sector name in format Race.Sector, useful for automatically keeping satellites up to date with *DN*NV *SQ when using conflicts or other sector takeover mods
the automatic incrementing numbers *FN *NN *ZN aren't working as of X3TC v2.7. *NN sets all ships to "1" every time, *FN sets all to " 001", *ZN sets all to "null001". not sure why just yet. here's a quick hack to just get the last number off the ship's ID code instead:
also I can confirm using expressions stored in clipboards isn't working as of X3TCv2.7. eg setting clipboard 1 as "*CL *TS *NN", then setting ship name to *Y1, has the effect of actually naming the ship with the string "*CL *TS *NN".
Code: Select all
else if $part == '*SQ'
$sector = $currentship->get sector
$sector.race = $sector->get owner race
$addstring = sprintf: fmt='%s.%s', $sector.race, $sector, null, null, null
Code: Select all
else if $part == '*IS'
$temp = $currentship->get ID code
$addvar = get substring of $temp offset=6 length=2
from what i understand so far, dynamic names appears to work like thiscorbosman wrote:im having a bit of a problem with this plugin. It seems some ships are now stuck with their name. No matter what expression I use, it doesnt change. All I can do is change the name manually in game.
Last expression I used was:
*DN*TN - *CL (*SC)
1. if the script picks up *DN at the start, the name doesn't change immediately; instead the script saves the string and adds a property 'RSWe.DN' = 'string' to the ship object
2. every time the AL script fires it grabs all of your ships, sorts through the ones that have 'RSWe.DN' = something, and then sends them to the rename tool script to rename them
so if you set a dynamic name on a ship, you can't remove it, and it'll keep renaming the script no matter what you do unless you kill the AL plugin.
i made a quick fix for this by just adding some lines to recognise *RN instead of *DN at the start of the string, this nulls the ship 'RSWe.DN' property and appears to work.
added the below to plugin.loky.rswe.tool:36 as an elseif to the if $prefix == '*DN' condition
Code: Select all
* delete dynamic values
else if $prefix == '*RN'
$currentship->set local variable: name='RSWe.DN' value=null
$suffix.length = $length - 3
$namestring = get substring of $namestring offset=3 length=$suffix.length
after this is done you can name it manually or with rswe again and the AL will leave it alone
Edit2: I'm just going to include some things that I would really like to see. I hope it's possible
1. *PN - Pilot Name
2. Name by specific class when doing universe/sector-wide rename (TS/TL/TP, etc) - I don't want my TSes named the same as my TPs
3. Issuing the 'rename' command does not interrupt the order of the ship giving the command
4. Some sort of menu that lets you set up saved name schemes, so I can just do *S1 for example and it will recall the saved scheme
5. Saved increments based on the number of ships with the same increment. Example: *N1 would count up all the ships with the *N1 parameter, add 1 to it, then assign it to my ship. Usage: If I get a new transport, I could just hit *N1 instead of having to rename all of them to use *NN. This would be really neat so I could have my TSes share numbers with my M6s, for example (separate numbering schemes if I wanted). You'd have to "unallocate" all ships currently applying this scheme first so that it wouldn't increment forever
6. Fix "unknown ship" announcements
7. Autonaming schemes - primarily for satellites
I really like the options that are already here, too.
1. *PN - Pilot Name
2. Name by specific class when doing universe/sector-wide rename (TS/TL/TP, etc) - I don't want my TSes named the same as my TPs
3. Issuing the 'rename' command does not interrupt the order of the ship giving the command
4. Some sort of menu that lets you set up saved name schemes, so I can just do *S1 for example and it will recall the saved scheme
5. Saved increments based on the number of ships with the same increment. Example: *N1 would count up all the ships with the *N1 parameter, add 1 to it, then assign it to my ship. Usage: If I get a new transport, I could just hit *N1 instead of having to rename all of them to use *NN. This would be really neat so I could have my TSes share numbers with my M6s, for example (separate numbering schemes if I wanted). You'd have to "unallocate" all ships currently applying this scheme first so that it wouldn't increment forever
6. Fix "unknown ship" announcements
7. Autonaming schemes - primarily for satellites
I really like the options that are already here, too.
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