I would love if we could get an API to send a patrol ship to a certain location. IIRC, the yaml file lets one specify the patrol endpoints, but it would be cool to extend it to let one send them on a custom route.
Thanks, I wanted to say it would belong more into playfield design, but I see your point. I write it down.
I've confirmed that Request_ConsoleCommand("remoteex ...") works. unfortunately aimanager adddronewave is broken, but you know, baby steps
after looking at this, it would be great if we could get arguments for aimanager that included location, so we're not limited to spawning on players (which is problematic when players are underground, or there are existing planetary bases)
when I close an ItemExchange window, this is what I get when I log the information being received id= 3026 title= desc= items= Eleon.Modding.ItemStack[] buttonText= three of the fields are blank and I Really need this information for what I'm trying to do.
Those 3 messages are only for sending it to the Game not to recieve them. Since you already knew them.
aw poo, you mean I'm going to have to have my mod remember that information? I'm trying to make a mailbox mod; I need title to track who to send to, Message for the message and button text for when the player checks their mail (if it says "Next Message" it opens the next message, if it says "End of Messages" then it closes the window). I can work around it but I sure would have made this project a whole lot easier for me. Thank you
yup, I reported it over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-2.25762/page-2#post-187729
Can we get access to the events like the PDA does? Or have a way for the PDA to generate events for mods to consume? I'd really like to know if a user has flipped a switch, etc.
Its one of the next things on the list I'll write it down. Touched you can see already in the structure list, but the event not yet. But both attacked and touched could cause a flood of events.
It would be great to have a way to disable the ability to warp for a specific ship, or disable the ability for all vessels in a defined bounding box.
A way to add/edit inventory inside a structure. an API that takes a entity ID and a device name (or user's custom named device) string (if duplicate devices found, just pick the first one) and an item stack would be perfect.
The following functions will be implemented in A7.3 * Event_GameEvent: Game event (PDA) * Event_PdaStateChange: PDA Chapter activated / deactivated / completed event * Structure: PilotID * Structure: CoreType * Request_Entity_SetName (To change name of a structure) Sample project is/will be updated
Just heads up: * Event_GameEvent: Game event (PDA) Will be deactivated for A 7.3 We need more time to test it and get it done. Maybe with A8.0 The rest is implemented.
Could Jascha or Eleon add a way to reload mods without having to restart the server? So we can upload new versions of mods and implement them without disrupting players.
Request: ULONG for seqNr (not SHORT), and LONG for tick (not ULONG) having a ulong seqnr would allow use to use random without ever eeding to worry about collisions. we could also use cool LSH tricks to do payload checksums/validation right now, comparing two ticks is very hard, because you can't subtract them and get negative results. We would have to run a server for 106751991167 days at 1 tick/ms to get the benefit of ulong over long, but using longs would allow us to do easy tick comparison
It would be nice to add an max stack size in the Itemstack class, because I want to group 2 itemstack of the same id
We have an open Item list online if you need to know the max Item Stack. We keep this always up to date.