Anoik wrote:Can this script replace a destroyed sat if needed, withoutme commanding the ship to do it?.
For example, i want to have one ship in my capital ship assigned to a home sector. Then i want it to deploy sats in all the sectors that are one jump away of the home sector, then return to the capital ship and go out away again only if one or more sats are destroyed and replace those. It's possible
Right now it will do everything but the "return to the capital ship" part. Hopefully I can get that working in the next release.
ajw2255 wrote:However iv been using two ships to drop the sats and they have duplicated them in a couple of sectors. Just to let u know.
With the latest version? That should be impossible. Even if the sync system breaks, there's no way they should drop a second satellite. I wonder if you're having the same problem as X-it. Did you get the multiple options when you started the script up?
X-it wrote:I've had a Disco doing the deployment so far. When I started the game just now after installing this update, I tried to set the order to deploy advanced sats again. I immediately got the 'command accepted' message, without the new input options.
I tried to set its order to 'None', and then 'Re-init script caches' in the script editor. Then I gave it the command again, but the same thing happened; no extra options.
I haven't checked, but does this update completely overwrite the earlier version, or do I need to remove some files from the old version?
I changed some of the names and such, but that shouldn't matter. Still, probably the best idea is to completely remove all script files, start the game, and make sure no ships are running the script. Then save it again, and install the new version.
Bh