what cat/dat number has he put it as? if there are scripts involved then it is not TR emp irrc so what are the script names?
try removing the cat/dat which the TR emp is/has been renamed to and reloading

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I thought it concerned EMP in general.Tim-O wrote:Hi guys,
I wanted to start a little scripting (no experience yet) and the first thing I wanted to do was to modify the medusa script. I wanted to add a check in the plugin.medusa.single and plugin.medusa.missile.array so that the holofire script is only called when the holo interface is actually installed. (I am a little bit annoyed of the warning message always coming up when I fire a medusa)
The first thing I wanted to do is create a variable that holds the Holo Interface ware so I could check if that ware is present on the ship. When I chose "Select Ware" for the value of the variable I did not find any Holo Interface or ZZ_WARE_... in the List. There were 17 ***UNDEFINED*** wares and some SS_WARE_NEW... but nothing about any EMP wares. Could you please tell me how to find the EMP wares and how to find out which one of them is the Holo Interface?
edit LV
I missed this but it should be posted in the medusa thread
i'm aware of this and the next update will fix it
Code: Select all
13633 JumpPoint Flatpack by binaryboy
Code: Select all
10553 Geology Drone
10723 Spy Drone
11123 Escape Drone
11323 Jamming Drone
11333 Jump Drone
11363 Hacking Drone
11373 Advert Drone
11923 Build Drone
11943 Mine Layer Drone (Other)
11953 Mine Layer Drone (Ion)
11963 Sniper Drone
11983 Constructor Drone
12163 Turret Drone
12173 EMP Drone
12213 Advanced Data Device
12353 Blitz Drone
12413 Analysis Drone
Having a community focussed mod accomodating several developments designed to remove potential conflicts is more user freindly to the user base than expecting them to amalgamate mod files and do the work to check for conflicts dont you think?Sartorie wrote:And I always thought it was designed for the users of scriptsDIGSIN wrote:EMP was designed for the scripters not mods.
Whatever you come up with stick to it please
Very good point and i will take it into consideration.Sartorie wrote:
If you are going to make vast changes to EMP I have a simple request too :
Please add 50 ? dummy wares directly after the current EMP ones and add your other changes after them. These 50 wares should be for mods only so the mods can adjust them to their liking and just distribute an adjusted TWareT/EMP along with them. Mods adding/changing wares are already incompatible so these slots can be reused for every mod individually.
Yes that would be helpfull, but encourages different mods to use the same ids, potentially causing conflicts, rather than avoiding them. TwareT files can be combined to have more than one mod, aslong as the ids are different.Sartorie wrote:If you are going to make vast changes to EMP I have a simple request too :
Please add 50 ? dummy wares directly after the current EMP ones and add your other changes after them. These 50 wares should be for mods only so the mods can adjust them to their liking and just distribute an adjusted TWareT/EMP along with them.
Yes, Pseudo code could be used, same for validations. But I'd prefer to use the balancing characteristics of ware definitions in full. Also it doesnt offer easier scripting solutions to accomodate standard processes.As for the drones example - there are creative ways around this too e.g. turning the drones into some kind of upgrade and have every drone launched also consume a normal fighter drone
Don't worry, like I said I can understand your motivespelador wrote:Sorry, if I may appear to be uncompromising to the suggestions but I'm hoping together we can find the best logical method for everyone with minimal problems and complications like yourself. In short if the 50 extra slots or how ever many helps modders but they need to be aware of defn's and conflict issues then I dont see it as a problem for inclusion.