Is there a mod to allow SETA on stations?
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Is there a mod to allow SETA on stations?
I poked around but couldn't find anyone so much as asking for it, so I'm not sure if its even possible to make such a thing.
Thanks to MEFOS (<3 that mod), I spend a good bit of time docked at a military outpost waiting for transports to dock. Usually do this while I head to sleep so I have a list or two of people ready to go waiting for me. But it would be awesome if I could SETA while docked in the station!
So... anyone know of anything like this? =D
Thanks to MEFOS (<3 that mod), I spend a good bit of time docked at a military outpost waiting for transports to dock. Usually do this while I head to sleep so I have a list or two of people ready to go waiting for me. But it would be awesome if I could SETA while docked in the station!
So... anyone know of anything like this? =D
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If getting the personnel for MEFOS is the intial problem, then trying to change the way to get that personnel would be the obvious solution from my point of view. Generally, the personnel in Lucike's scripts is created by setting certain local variables on passengers, pilots or marines. Once you know the appropriate variables and values, it is relative easy to create that personnel via script yourself.
DrBullwinkle has a script to train UTs and Union Pilots in his Script list. I'm not sure, if it includes an option to train MEFOS personnel already. But you could ask DrBullwinkle, if he would be so nice to include that as well, in case it isn't already included yet.
DrBullwinkle has a script to train UTs and Union Pilots in his Script list. I'm not sure, if it includes an option to train MEFOS personnel already. But you could ask DrBullwinkle, if he would be so nice to include that as well, in case it isn't already included yet.
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That is a terrific idea, X2-Illuminatus, but I am afraid that I am only able to partially help.
TrainPilot does make an attempt to train other types of "personnel" used by the Pilot Union. However, I doubt that it is complete in handling all types of personnel, and I know that it has at least one open bug related to non-transport personnel. I have never been able to test it with CODEA because I have yet to figure out how to make CODEA work, and I have not tested with MEFOS because I cannot figure out what MEFOS is or why I want it.
(I think it is a turret script -- but I do not understand the details of its features or why it needs personnel to run it.)
My lack of German is probably the largest stumbling block when it comes to trying to understand Lucike's scripts. I use Google Translate, but the translations leave a lot of open questions. It is not the *code* that is the problem -- I simply do not understand the details of what some of his scripts attempt to do.
Don't get me wrong -- Lucike is a terrific script developer and his code quality is very high. But I have never been a fan of his pilots because they are immersion-breaking and because they simply do not work half the time. They rarely tell you *why* they do not work -- they simply do not. It is frustrating -- and it is what lead me to write TrainPilot in the first place.
The net result is that TrainPilot would get somebody started on the task, but it would be easier for a German-enabled developer to finish it. (I give my permission to anyone who wants to try.)
TrainPilot does not have its own page, but it is on Bullwinkle's List. (Oh, and it is well-documented in hopes of further expansion.)
TrainPilot does make an attempt to train other types of "personnel" used by the Pilot Union. However, I doubt that it is complete in handling all types of personnel, and I know that it has at least one open bug related to non-transport personnel. I have never been able to test it with CODEA because I have yet to figure out how to make CODEA work, and I have not tested with MEFOS because I cannot figure out what MEFOS is or why I want it.

My lack of German is probably the largest stumbling block when it comes to trying to understand Lucike's scripts. I use Google Translate, but the translations leave a lot of open questions. It is not the *code* that is the problem -- I simply do not understand the details of what some of his scripts attempt to do.
Don't get me wrong -- Lucike is a terrific script developer and his code quality is very high. But I have never been a fan of his pilots because they are immersion-breaking and because they simply do not work half the time. They rarely tell you *why* they do not work -- they simply do not. It is frustrating -- and it is what lead me to write TrainPilot in the first place.
The net result is that TrainPilot would get somebody started on the task, but it would be easier for a German-enabled developer to finish it. (I give my permission to anyone who wants to try.)
TrainPilot does not have its own page, but it is on Bullwinkle's List. (Oh, and it is well-documented in hopes of further expansion.)
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I always thought of something like this integrated into some kind of job fair or market. Similar to buying marines at a Military Outpost, you would go to that station and be able to buy all kinds of pilots, passengers or crew members for your ships, be it trained marines, experienced Mk3 traders or union pilots. Never really had the time to write a script like that though.DrBullwinkle wrote:The net result is that TrainPilot would get somebody started on the task, but it would be easier for a German-enabled developer to finish it. (I give my permission to anyone who wants to try.)
Lucike has posted the code for a script to create a passenger/pilot/crew member with all kind of skills set to maximum values in this post some time ago. Given that I have never used MEFOS or CODEA, I cannot say, if this script also helps with creating personnel for those two scripts though. I remember that some crew members (navigator, machinist etc.) would still have to be placed in the cargo room for at least one hour to become fully 'functional', even when created with this script. So I guess there's at least one variable missing to set the crew member to 'active'.
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Oh, nice!
That might be enough information for me to finish TrainPilot, X2-Illuminatus!
By default, TrainPilot does not train personnel to max skill level. It trains them just enough so that they can do their jobs. That way, anybody who likes pilots can have a little bit of fun training them, without the frustration of crew members who simply do not do the job (and do not tell you why).
Thanks.
That might be enough information for me to finish TrainPilot, X2-Illuminatus!
By default, TrainPilot does not train personnel to max skill level. It trains them just enough so that they can do their jobs. That way, anybody who likes pilots can have a little bit of fun training them, without the frustration of crew members who simply do not do the job (and do not tell you why).
Thanks.
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Thanks for the suggestions! In the end, I did end up poking through the scripts a bit and found where the personnel is created at! With a little tinkering, I am now able to generate the personnel as needed. I feel a little cheap doing it, but it is helping a lot with not having to wait around on stations for a long time!
If someone is interested in the specifics, I can mention what I did, otherwise I'll refrain from going into detail on it as I'm not sure if Lucike would appreciate it much (since it basically subverts part of his design >_>)!
Thank you again
If someone is interested in the specifics, I can mention what I did, otherwise I'll refrain from going into detail on it as I'm not sure if Lucike would appreciate it much (since it basically subverts part of his design >_>)!
Thank you again

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Either post or PM it to me, please.
If I can finish TrainPilot, then it would make Lucike's scripts more appealing to many players. As X2-Illuminatus suggests, I could make it a bit more interesting.
If I can finish TrainPilot, then it would make Lucike's scripts more appealing to many players. As X2-Illuminatus suggests, I could make it a bit more interesting.
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Here you go. Its just a little script that places x number of a certain type of personnel on the player ship. I just made it for myself so it isn't designed with user friendliness or anything in mind. I've also figured out which IDs correspond to what.DrBullwinkle wrote:Either post or PM it to me, please.
If I can finish TrainPilot, then it would make Lucike's scripts more appealing to many players. As X2-Illuminatus suggests, I could make it a bit more interesting.
90% of it is just copying the existing code Lucike used in his Military Transport scripts. Only real work I had to do was manually figure out what the types were >_>
Code: Select all
* arguments:
* Race (Var/Race) - 'Race of personnel to add'
* Type (Number) - 'Type of Personnel to add. 600-607'
* Amount (Number) - Number of Personnel to add'
* Types:
* 600 - Scientists
* 601 - Technicians
* 602 - Mechanics
* 603 - Gunner
* 604 - Helmsman
* 605 - Navigator
* 606 - Flight Instructor (no known use)
* 607 - Machinist
$PageIDUnion = get global variable: name='pilot.union.text.id'
* Make sure the input is valid
if $Type >= 600 AND $Type <= 607
$Passenger = $Amount
while $Passenger
dec $Passenger =
$Name = get random name: race=$Race
$Random = $Type
$Random = read text: page=$PageIDUnion id=$Random
$Name = $Random + ' ' + $Name
= [PLAYERSHIP]->create passenger in ship: name=$Name race=$Race voice=null face=null
end
end
Last edited by Tolmos on Sat, 2. Feb 13, 03:09, edited 2 times in total.
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Nice!
Combined with TrainPilot, that should complete the process. (I was missing the text.id's).
Combined with TrainPilot, that should complete the process. (I was missing the text.id's).
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