[Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29

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Xo3oToC
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Post by Xo3oToC »

Found a bug in !plugin.autotrade.movepilot.xml, pilot's fightskill is not moved with the pilot. To fix, add to line 29

Code: Select all

* Fight Skill
$value.1 = [THIS]-> get pilot fightskill
$value.2 = $move.to-> get pilot fightskill
$move.to-> set pilot fightskill to $value.1
[THIS]-> set pilot fightskill to $value.2
dreamer2008
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Post by dreamer2008 »

Xo3oToC wrote:Found a bug in !plugin.autotrade.movepilot.xml, pilot's fightskill is not moved with the pilot. To fix, add to line 29

Code: Select all

* Fight Skill
$value.1 = [THIS]-> get pilot fightskill
$value.2 = $move.to-> get pilot fightskill
$move.to-> set pilot fightskill to $value.1
[THIS]-> set pilot fightskill to $value.2
Can someone please explain how to add this fix better? There is nothing that looks like this when I open the xml file...
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X2-Illuminatus
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Post by X2-Illuminatus »

You cannot edit scripts file with an ordinary xml or text editor. You have to edit those files either in the ingame Script Editor or with a dedicated external Script Editor like the one from mr.bear.
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dreamer2008
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Post by dreamer2008 »

X2-Illuminatus wrote:You cannot edit scripts file with an ordinary xml or text editor. You have to edit those files either in the ingame Script Editor or with a dedicated external Script Editor like the one from mr.bear.
Thank you! I used mr.bear and I managed to add the fix.
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LordSekmeth
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Post by LordSekmeth »

Are there any other mods out there that could auto rename the traders like this one does? I am using gnasirator's mod that this one is based upon, but the autonaming is amazing. I would play XRM, but playing a StarWars mod atm that would be hard to get to work with Litcube's Universe :/
If it ain't broken, fix it anyway
Mr.YaR
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Post by Mr.YaR »

Hello =)

Is there a chance that IRR works with Mayhem 2???

Seems to overwrite a lot of files?
gnasirator
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Post by gnasirator »

Just saying hello here. Nice to see this happening and that the mod still lives on :)
I will drop by from time to time so if there are some question I can help with...

(can't code though - no time, I don't play anymore)
Raaaak
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Post by Raaaak »

So, I've been away for a while, but just like gnasirator it's nice to see my mod living on.

I got a question from Joubarbe via PM about including it in a script pack and i'll extend my answer to everyone.
The licensing situation is complicated, with this mod based on gnasirator's work which is I believe based the old MK3 trader mod. But I have no objection to anyone basing their mods/mod packs on it.
Just don't blame me for any bugs introduced by your changes!
Joubarbe
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Post by Joubarbe »

Thanks man, hope gnasirator won't object. I've included in Mayhem 2.1.2 (current version) and with the other modifications I've done about the other agents, it makes perfect sense.
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Post by gnasirator »

He doesn't!
Joubarbe
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Post by Joubarbe »

:)
nickexists
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Re: [Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29

Post by nickexists »

Sorry, I know this is a dormant thread, but this is the right place for my question. How can I remove trader status from a ship once it has been assigned as an ST.

I set one of my M6s as a ST but now that I'm trying to use it for combat again it autojumps away every time it starts to get hurt. I have disabled emergency jump in the ship's console but it doesn't seem to matter.

I've also noticed that every time the ship is initially attacked i get a `Personal Log Entry` that says "ReadText 1500-425".
ntweedie2007
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Re: [Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29

Post by ntweedie2007 »

Not sure if I'll get in trouble for asking a question here seeing as it's an old thread, but here goes...

After level 4 or so, you have the option to select 0-1 sectors under ST. But it always fails, saying the pilot lacks experience (even at like level 6). I have to wait to level 8 and then set it at a radius of 4 sectors (I prefer to have several ST's doing certain areas, rather than UT's jumping all over the shop).

Also, my current level 12 ST carries over 900 EC's for fuel, even though his cargobay is only 2500 - that's over a third of the available space! Surely that can't be right?
ntweedie2007
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Re: [Script][LU] Mk3 Improvement Reloaded Reloaded (v0.6.1b) 2014-10-29

Post by ntweedie2007 »

ntweedie2007 wrote: Fri, 28. Nov 25, 00:44 Not sure if I'll get in trouble for asking a question here seeing as it's an old thread, but here goes...

After level 4 or so, you have the option to select 0-1 sectors under ST. But it always fails, saying the pilot lacks experience (even at like level 6). I have to wait to level 8 and then set it at a radius of 4 sectors (I prefer to have several ST's doing certain areas, rather than UT's jumping all over the shop).

Also, my current level 12 ST carries over 900 EC's for fuel, even though his cargobay is only 2500 - that's over a third of the available space! Surely that can't be right?
Ignore the above :) turns out I had installed into the /addon folder, rather than the root. Like a fool. All good now.

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