[ALP]Deathmatch Arena (DMA) 1.31 03/12/09

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Khensu
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Post by Khensu »

I started the race, then went back to my ship and docked with it :lol:

but I don't think that it has a specific place where to dock, just dock :)

btw, and evil way to win is to tell one of you oos ships to jump in and kill all the other racers :D
Sry for my bad english ^^"
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LV
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Post by LV »

once you dock you should win (unless another races has beat you to it)

the subtitle ticker keeps you up to date with the leader/winner etc


as far as jumping back into your ship i'm not sure if i catered for that workaround but i will if not ;)

As far as calling in your ships to kill the other races, that's fine and expected
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Stealth17
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Post by Stealth17 »

Azalyn wrote:Hi LV,

Have been playing this mod for awhile and is extremely fun. Finally have gotten to the point where I can start doing the research subspace/emergency jump technologies but think I'm missing something. The progression of rewards has bee:

Research EJDT --> Install EJD Generator at DMHQ --> Build Research Station

I've filled the research station full of energy cells, but the DMHQ has yet to produce a generator for me to purchase and install at the research station. When I try to trade at the station there are 2 spots on the top, but have no names and are both $28 each, and in quantities of 0/10000. Does the research station need to be in the same area as the DMHQ?

It's been close to or over a game day since I installed the generator at DMHQ. Do I need to do something else to make them available, or do the take a few days before they show up?
EDITED: Problem solved :).
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LV
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Post by LV »

I've updated to 1.31 (i left something in 1.3 that should not have been there)

links in first post

Stealth17

Your lucky I found the other issue while checking the research issue you fixed without my response. You may live another day ;)
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Stealth17
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Post by Stealth17 »

Hm, I have a question after all.

I've built the research lab and it says it's ready to build the cloak. It only needs the generator. The DM HQ isn't selling that yet. Do I need to do another deathmatch? The device has already been researched.

Also, is it correct that it takes an incredible amount of time to create a cloak? It says Cycle Time: 20254-06:53. Quite long IMHO :lol:
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LV
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Post by LV »

yes you need another, add it to the built dock and it will fill the product bay
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
Stealth17
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Post by Stealth17 »

Ok got another question.

I finished a deathmatch which earned me 173 million. I choose the Xtreme menu and the Blueprint. When I select this a message flashes saying something about the cost and then nothing happens.

I already checked the Research lab, beacons in sectors and the DM HQ. What should I do make things work?

Stealth
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...
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Predator02
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Post by Predator02 »

This script is so much fun. :D
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Azalyn
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Post by Azalyn »

Stealth17 wrote:Ok got another question.

I finished a deathmatch which earned me 173 million. I choose the Xtreme menu and the Blueprint. When I select this a message flashes saying something about the cost and then nothing happens.

I already checked the Research lab, beacons in sectors and the DM HQ. What should I do make things work?

Stealth
Check the universe map or stations map (via "," or "r" commands) and check out your headquarters. It should flash periodically something to the effect of , "K ready in 104 Stazuras". Smaller ships take less time, while bigger ships can take considerably more.
The surest way to make something easy to use, with few errors, is to make it impossible to do otherwise
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jawin.m
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Post by jawin.m »

Sorry,my english is not good. It's a wonderful script,but I got some problem,when I install this script ,system send me a message,it say"*** is out of EC ,need your help",*** is a TM belong to the HQ in DeathmatchArena" . The HQ have 5 ships,this is one of them,what is this ship use for?
StormMagi
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Post by StormMagi »

While the mod sounds very interesting, I am actually slightly more interested in getting this backround for the sector list that you have. Would that be possible?

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LV
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Post by LV »

jawin.m wrote:Sorry,my english is not good. It's a wonderful script,but I got some problem,when I install this script ,system send me a message,it say"*** is out of EC ,need your help",*** is a TM belong to the HQ in DeathmatchArena" . The HQ have 5 ships,this is one of them,what is this ship use for?
I have no idea on that one without more info (or a screenshot)

StormMagi

do you mean the sector names or the ship names

sector names are done via a tfile listed at the bottom of the first post

if player names the Forum Name Library is your friend
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

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sentinelk92
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Post by sentinelk92 »

So I've reinstalled my game through steam and setting up my plugins again and I'm having an odd issue. Whenever I install the DMA and launch up a game (new or load one), the game pretty much freezes (I gave it upwards of 10 minutes to recover, but it doesn't)

I uninstalled all my other mods/scripts, and restarted from vanilla w/ only the community plugin, hotkey manager, waremanage. Then installed this from the SPK using the plugin manager. I start up a game... and a freeze :( Can anyone help me figure out why it's happening? What info can I provide that'll help?

The other mods seem to work fine; except this is the mod that I really enjoyed the first time I had TC installed so I'd like to have it back :oops:

edit: Ignore me, I'm a moron. I forgot to unzip the Imperial scripts pack, so I didn't have the spk when I installed the DMA spk. Epic fail :) But at least I figured it out! I'll crawl back under my rock now
NOO3TASTIC
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Post by NOO3TASTIC »

I like the updates you made in DMA1.3 (esp the removal of Duplex & Triplex Scanner) from player ship.

However I would like to report a slightly annoying bug thats in 1.31. After every DMA the number of salvage insurance in my inventory will increase by a random number. They keep on increasing after DMA and after ten or fifteen DMA they goes million plus.
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LV
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Post by LV »

noted, i'll fix in next version, cheers :)
Armegeddon
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Post by Armegeddon »

LV, this script breaks 'get global variables: regular expression' because you @START your al.main script from your setup script with a 'null' Plugin.ID and then assign that 'null' Plugin.ID to a global variable name, instead of registering it with the al engine. Which makes me wonder how it pulls the correct variables if another script does the same thing (I've found 3 in my list of 70 packages so far and I'm not done yet).

Back on topic.
Naming a global variable as 'null' appears to break the list that 'get global variables: regular expression' searches through, causing it to return either 'null' if searching for a specific regexp, or only a couple of variables if trying to get all the global variables. Possible reason (my own theory) the 'null' named global get put towards the very front of the list, but the command interprets a 'null' named global as the end of the list and stops searching.
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LV
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Post by LV »

Actually you have discovered the get gv's regular expression command is broken, not this script :)
Armegeddon
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Post by Armegeddon »

LV wrote:Actually you have discovered the get gv's regular expression command is broken, not this script :)
That's probably true, but that line in setup.dma.commands is not needed, since you have the script being called by al.plugin.lv.dma and could possibly cause a problem by making al.lv.dma.main run twice, once by by the setup, and once by the al engine. Just trying to keep the force in balance my lord. ;)
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BryanNeff
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Post by BryanNeff »

For some reason this script fails to function for me and crashes the game. I'm a long time x3 R player, but this was my first attempt at TC. I downloaded a large amount of scripts, installed them all, but as soon as I entered the game it froze (playback freeze, playing 5 seconds of music over and over repeatedly).

I know it is this script as I narrowed it down by disabling in Cycrow's Installer until finally I narrowed it to this script.

Having never played before, it was always tested on a new game. I suppose I could test and see if I could install it after the game began

Is this a problem with my EMP? (Cycrow's installer wanted me to use the .spk EMP in order to use other scripts, but above the .spk link is 'ignore - not updated'. I also had previously tried to use the other means of installing the EMP)
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LV
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Post by LV »

i just started a new game as terran defender, dma ran fine, sector and hq created and match started when i got the option when i jumped in.

Therefore i have not got a clue as to why it locks, my only suggestion is remove emp altogether load, start new see what happens
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

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