[MOD EXT] Empyrion Scripting - Scripts

Discussion in 'The Hangar Bay' started by Ephoie, Mar 22, 2020.

  1. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    Looks like it try to look for the 'old' container types. It does move all from box 'to be sort' to 'unsorted' but can't use the other containter or the sortdb but I can't debug it.

    Anyone got a fixed or working verison of
    Name: Dynamic Transfer/Sorting System?
     
    #361
    Last edited: Apr 11, 2022
  2. ...M-o-H...

    ...M-o-H... Lieutenant

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    Astic gibt es eine Möglichkeit einzelne Scripte zu blockieren ?

    weil ich denke wenn man dieses Skript benutzt,

    Script:Deconstruct

    {{#entitiesbyname '*' 500}}
    {{#each .}}
    {{#test @root.E.Id neq Id}}
    {{Name}}:
    {{#deconstruct . 'Abbau'}}
    min: {{MinPos}}
    max: {{MaxPos}}
    current X: {{X}}
    current Y: {{Y}}
    current Z: {{Z}}
    TotalBlocks: {{TotalBlocks}}
    CheckedBlocks: {{CheckedBlocks}}
    RemovedBlocks: {{RemovedBlocks}}
    {{else}}
    - {{/deconstruct}}

    {{/test}}
    {{/each}}
    {{/entitiesbyname}}

    Kern muss auf Core-Destruct-id vom Schiff unbenannt werden

    Spwanen die CV Schiffe von den NPCs nicht nach.

    hab gerade das Problem das wenn man das Script benutzt die Kriel CV´s in RF 1.7 nicht nach spwanen
     
    #362
  3. ASTIC

    ASTIC Captain

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    Einzelne Befehle zu sperren ist nicht möglich, jedoch haben wir schon viele Schiffe auf diese Weise abgebaut und sie sind immer wiedergekommen.
    Der Fehler muss andere Gründe haben, bzw das beim respawn immer mal wieder etwas klemmt ist ja auch nichts neues.
     
    #363
  4. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    I allow the recycle script but I have removed the destruct code by removing it from the converyorhelper.cs

    But never seen the code cause issues, I just did not want to allow it
     
    #364
  5. ASTIC

    ASTIC Captain

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    Hast du mal probiert was passiert wenn du die Schiffe selber abbaust oder mal per Kommando löscht?
     
    #365
  6. ...M-o-H...

    ...M-o-H... Lieutenant

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    hab eben mal das playfield gewipt und den server neugestartet!
    die schiffe sind dann alle wieder da aber nur für ein paar sekunden , dann despwanen die von alleine.
    liegt wohl doch nicht am script. kein plan was da schon wieder los ist
     
    #366
  7. ASTIC

    ASTIC Captain

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    What bothers you about the "deconstruct" ???
     
    #367
  8. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    Its too good :)
    Its very fast (instance) and on the server I host, it works so fast users think its a bug. So I have disabled it for now just to stop the support calls I get from users on the server.

    Nothing wrong with the script, just the users :)
     
    #368
  9. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    I see there are scripts which you can use to list what is growing in crop plots and if they are harvestable.
    Anyway to auto harvest them? (move to container)
     
    #369
  10. me777

    me777 Commander

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    Yes, it is possible if you do it in a savegame script (needs premissions to change blocks and put new items into container)
    I did a proof of concept bevore the update that broke scripting, it harvested plant fiber; did not get around to improve it yet.
     
    #370
  11. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    Trying to see how many scripts I can put into my CV and always looking for scripts in other workshop items to 'borrow' idea from.
     
    #371
  12. ASTIC

    ASTIC Captain

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    #372
    me777 likes this.
  13. me777

    me777 Commander

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    nice one - this will save me from a lot of work
    do you plan on just harvest everything "for free" or have some requirements attached?
    for my script I made a requirement to have crew block (and planed to only harvest around it, like 3 blocks in each direction)
     
    #373
  14. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    Wow. Looks like you got everything covered. Thanks
     
    #374
  15. ASTIC

    ASTIC Captain

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    I like the idea of requiring an NPC to be the "gardener", but I would add its position to the command via parameters.
    Maybe I still build the option that in the reception box something like "harvest material" which is consumed must be present.
    Both would be activated via the configuration in the default - but can then be changed / disabled by the server operator.
     
    #375
  16. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    I have a modular carrier and when a moduled CV docks to the carrier, I have a script (which is looking at the ship name) and displays its fuel, o2 etc on the door of the hanger. But this means I need to dock them in the right place.
    If there anyway to script check what ships is docked where on another (so only trigger script if docked ship is at x,yz,) So I can filter the display only that ships details instead of filtering on ship name

    https://steamcommunity.com/sharedfiles/filedetails/?id=2787868853
     
    #376
    Last edited: Apr 14, 2022
  17. ASTIC

    ASTIC Captain

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    Maybe take a look at my "landing guide"

    you can calc the relative position of the docked/other vessel to your vessel and check so the x,y,z range for your ship selection
     
    #377
  18. Nathan Jurgens

    Nathan Jurgens Lieutenant

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    Thank you, I will borrow that code :)

    Thanks again
     
    #378
  19. ASTIC

    ASTIC Captain

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    The "gardener" Crew NPC works for money ;-)
    upload_2022-4-15_14-14-31.png
     
    #379
  20. ASTIC

    ASTIC Captain

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    #380
    bbk.3164 and ...M-o-H... like this.

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