[MOD] Human Resources - [DISCONTINUED]

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

Is this Mod still maintained? i want to request some changes for compatibility ^^

in fact your Mod overrides a small change of mine for starting my Scripts:
md/NPC_Staff.xml

Code: Select all

  <add sel="//cue[@name='DefaultComm']/actions/do_else">
    <do_if value="$actor.iscontrolentity and $actor.type == entitytype.manager">
      <add_player_choice text="'Convert to UT CAC Manager'" section="cStaff_UT_CAC_Manager" position="1"/>
    </do_if>
  </add>
i dont care where this Menu Item lands in the end because its one-time usage per Employee Manager only (they will use a completely diffrent Dialogue Tree after that)

Mod Folder is called
UTCommandAndControl
so you can use your usual method for confirming the mod is active :)

you can find the current Mod here: Not Another Trader - will use this Name until i have some basic Fleet Control included because atm the main Focus is Trading
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz »

I've been horribly distracted by Kerbal Space Program and a few other things for the last I'm-not-quite-sure-how-many-months-it's-been, sorry. >.<

The next "planned update" I'd been working on (more configurable menu options and a system for registering buttons externally) continues to have problems and I kind of got burned out for a bit.

In the meantime, the current version is long overdue for a refresher update. I'll take a look at that this week. Including the button is no problem.
Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz »

10/11/15 Update: Version 1.4.0 for Rebirth 3.61

- HR is now fully updated for 3.61. (I hope.) I didn't manage to finish everything I wanted to done in time for this update (linux/mac compatibility and a trade que menu in particular), but what's here should be stable.

- Thanks to Fazer for help with German localization.

- I switched the new-ish ooz shipyard calls from the map or property labels over to HR's format. I've decided to leave the direct managers' shipyard calls in place because I like talking to them face-to-face, and it's more convenient that way.

- I'm not altogether happy with the way the labels look, tbh, and will be tweeking them a bit in the near future.

- HR will now detect and adapt it's menus to a few more mods:
  • (HR v1.4.0) Buy Trade Subscription (or the "cheat" version) v1.02/1.03 by SilentStorm/XGamer
    - The shipyard option in the manager's dialog for NPC stations will remain hidden until station information has been purchased -- or the station fully scanned -- to allow room for Buy Trade Subscriptions buttons.
    - OOZ Shipyard calls are still possible through the map menu if the information has not yet been purchased.
  • (HR v1.4.0) Not Another Trader / UT Command and Control v0.1 by UniTrader
    - The Convert to UT CAC Manager option will be available in the Employee Management submenu.
  • (HR v1.4.0) Repack Construction Vessel v1.0.1 by mihaib
    - the Detach from Station menu option will be available in the architect's Equip or Detach Station submenu when construction is not in-process.
- Also on the mod compatibility profile front, I've decided that I'm not going to bother anymore with non-standard script mods that don't clearly identify themselves or their assets. It's been a massive time-sink, and I've got my own stuff I'd rather be working on if their own authors can't be bothered to add a few lines of script for the sake of compatibility.



- As I say that though, I've finished implementing a basic format in 1.4.0 that allows trading mods and the like to add buttons to HR's New Orders -> Extensions menu without any intervention from me if they're interested in doing so.

- The buttons themselves are on a cycling menu structure that can hypothetically handle any number of mods, though I doubt it will ever get that much of a workout. Only two button categories are available right now ("ships that can trade" and "all ships") but I could expand on that pretty easily if there's any interest.

- This project is, of course, heavily influenced by BerserkKnight's Universal Comms Menu -- which I'm a big fan of and still use for prototyping -- but uses a very different mechanism that I hope should be easier to use.

- I'll be kicking out documentation on this in another day or three. At the moment it's been a long weekend with this and I'd kind of like to kick around and just play for a bit. :P
mcaule
Posts: 99
Joined: Wed, 11. Jan 12, 18:04
x4

Post by mcaule »

Yes. Finally the wait is over, now I can test what I wanted without de-activating and activating mods. Cheers Vim :)
I am become Death, the destroyer of worlds...
Vim Razz
Posts: 1842
Joined: Tue, 2. Nov 10, 02:20
x4

Post by Vim Razz »

Chears! Sorry it was so long since you first requested the compatibility fix.


And... speaking of fixes.... It's already time for a bugfix update...


10/11/15 Update: Version 1.4.1 for Rebirth 3.61

- Fixed menu return behavior in shipyard menus accessed through map or property menu calls.

- Fixed money display in shipyard menus, and added commas to make it more readable.

- Fixed detection error for MJ's classic UFO mod.

- Fixed occasional broadcast filter errors that could occur when HR was used with experimental mods that remove Yisha from the Skunk.

- Did some general housekeeping and fat-trimming.

- Human Resources should now be compatible with Linux or Mac, I think, though I haven't had the opportunity to test it.

Also.. regarding the externally definable button thing I mentioned in my last post, I've decided to rearrange things a bit before documenting it formally. I'm the junk out of HR's management script, and I expect that names of a few cues and things might change a bit over the next few versions. I can be horribly X2 sagt Bussi auf Bauch like that.

If anyone happens to be curious about the method I have in mind, they can PM me and I'd be happy to talk about it. I just don't feel like putting anything "in print" until I feel the format will be reasonably stable.

Return to “X Rebirth - Scripts and Modding”