station not respawning
12 years 1 month ago #17256
by squishy
Replied by squishy on topic station not respawning
Alright, I installed unleashed, enabled it, and as advertised, as soon as I show up in a system, the stations are respawned, BEAUTIFULL
I'll mail the SA maker now
I'll mail the SA maker now
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12 years 1 month ago #17257
by squishy
Replied by squishy on topic station not respawning
Well, the mail is not longer working
If anyone knows how to do it, here what would maybe need to be done for SA from what I gathered in the other thread:
It seems the code to be changed is:
schedule
{
every 60 :
{
dest2 = dest_count;
atomic
{
for ( i = 0; i < dest2; ++i )
{
current = iHabitat.Cast( List.GetNth( destroyed, i ) );
rc = Object.IntProperty( current, "zz_rebuild_count" );
rc = rc + 1;
if ( rc > 29 && Sim.DistanceBetween( iMapEntity.SimForEntity( current ), iShip.FindPlayerShip() ) > 400km )
{
iHUD.Print("izSA: Rebuilding Station");
debug Debug.PrintString("izStationAssault: Rebuilding Station.\n");
iMapEntity.SetDestroyed( iHabitat.Cast( current ), false );
//SendEmail("rebuild");
dest_count = dest_count - 1;
}
else
{
iHUD.Print( String.Join("izSA: Incrementing RC. It is now ", String.FromInt( rc ) ) );
Object.SetIntProperty( current, "zz_rebuild_count", rc );
List.AddTail( new_list, current );
}
}
destroyed = new_list;
Global.SetInt("g_zz_sa_destroyed_stations_number", dest_count );
}
}
}
To be replaced by:
Initialize()
{
int number;
int count;
list habitats;
hsim station;
habitats = List.FromSet( iMapEntity.SystemHabitats() );
number = List.ItemCount( habitats );
for ( count = 0; count < number; ++count )
{
station = iMapEntity.SimForEntity( iMapEntity.Cast( List.GetNth( habitats, count ) ) );
if ( iMapEntity.IsDestroyed( iMapEntity.Cast( station ) ) )
{
iMapEntity.SetDestroyed( iMapEntity.Cast( station ), false );
if( iMapEntity.IsHidden( iMapEntity.Cast( station ) ) )
iMapEntity.SetHidden( iMapEntity.Cast( station ), false );
}
if ( ( iHabitat.Type( iHabitat.Cast( station ) ) != HT_HoffersGap )
&& ( iHabitat.Type( iHabitat.Cast( station ) ) != HT_HoffersHeel )
&& ( iHabitat.Type( iHabitat.Cast( station ) ) != HT_PlayerBase ) )
iSim.SetIndestructable( iSim.Cast( station ), false );
}
}
If anyone knows how to do it, here what would maybe need to be done for SA from what I gathered in the other thread:
It seems the code to be changed is:
schedule
{
every 60 :
{
dest2 = dest_count;
atomic
{
for ( i = 0; i < dest2; ++i )
{
current = iHabitat.Cast( List.GetNth( destroyed, i ) );
rc = Object.IntProperty( current, "zz_rebuild_count" );
rc = rc + 1;
if ( rc > 29 && Sim.DistanceBetween( iMapEntity.SimForEntity( current ), iShip.FindPlayerShip() ) > 400km )
{
iHUD.Print("izSA: Rebuilding Station");
debug Debug.PrintString("izStationAssault: Rebuilding Station.\n");
iMapEntity.SetDestroyed( iHabitat.Cast( current ), false );
//SendEmail("rebuild");
dest_count = dest_count - 1;
}
else
{
iHUD.Print( String.Join("izSA: Incrementing RC. It is now ", String.FromInt( rc ) ) );
Object.SetIntProperty( current, "zz_rebuild_count", rc );
List.AddTail( new_list, current );
}
}
destroyed = new_list;
Global.SetInt("g_zz_sa_destroyed_stations_number", dest_count );
}
}
}
To be replaced by:
Initialize()
{
int number;
int count;
list habitats;
hsim station;
habitats = List.FromSet( iMapEntity.SystemHabitats() );
number = List.ItemCount( habitats );
for ( count = 0; count < number; ++count )
{
station = iMapEntity.SimForEntity( iMapEntity.Cast( List.GetNth( habitats, count ) ) );
if ( iMapEntity.IsDestroyed( iMapEntity.Cast( station ) ) )
{
iMapEntity.SetDestroyed( iMapEntity.Cast( station ), false );
if( iMapEntity.IsHidden( iMapEntity.Cast( station ) ) )
iMapEntity.SetHidden( iMapEntity.Cast( station ), false );
}
if ( ( iHabitat.Type( iHabitat.Cast( station ) ) != HT_HoffersGap )
&& ( iHabitat.Type( iHabitat.Cast( station ) ) != HT_HoffersHeel )
&& ( iHabitat.Type( iHabitat.Cast( station ) ) != HT_PlayerBase ) )
iSim.SetIndestructable( iSim.Cast( station ), false );
}
}
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12 years 1 month ago #17258
by IronDuke
Very little about the game is not known to me. Any questions you got, throw them at me.
Replied by IronDuke on topic station not respawning
Hi,
The mail can be messed up by most ship-changing mods. It's pretty easy to fix. You simply have to have the mod off during act 0, and you can turn it back on AFTER picking off the helpless you-know-who in the Effrit. ( Don't want spoilers in here. )
Thanks for the link to the forum thread. Now, I'm not a very good programmer. I just taught myself basic Pog a few weeks ago, so I can't fix station assault at all yet. Still, Unleashed seems to respawn stations ( although I knew nothing about this before ), and judging by the looks of it, does a pretty good job.
I was trying to find the creator of station assault, Zazicle, as he made UniGUI and I wanted more mods for that, but his website was gone. Still, he may be hiding somewhere else.
Happy Hunting,
--IronDuke
<hr noshade size="1">
We're all gonna kill Marauders!
The mail can be messed up by most ship-changing mods. It's pretty easy to fix. You simply have to have the mod off during act 0, and you can turn it back on AFTER picking off the helpless you-know-who in the Effrit. ( Don't want spoilers in here. )
Thanks for the link to the forum thread. Now, I'm not a very good programmer. I just taught myself basic Pog a few weeks ago, so I can't fix station assault at all yet. Still, Unleashed seems to respawn stations ( although I knew nothing about this before ), and judging by the looks of it, does a pretty good job.
I was trying to find the creator of station assault, Zazicle, as he made UniGUI and I wanted more mods for that, but his website was gone. Still, he may be hiding somewhere else.
Happy Hunting,
--IronDuke
<hr noshade size="1">
We're all gonna kill Marauders!
Very little about the game is not known to me. Any questions you got, throw them at me.
Please Log in or Create an account to join the conversation.
12 years 1 month ago #17259
by squishy
Replied by squishy on topic station not respawning
Oddly enough, since I installed and used unleashed, the game crashes to the desktop randomly during fights I am CURSED I tell you CURSED!
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12 years 1 month ago #17261
by IronDuke
Very little about the game is not known to me. Any questions you got, throw them at me.
Replied by IronDuke on topic station not respawning
Hi,
I think your problem could be your OS, as I use Windows XP and have not had the Unleashed crashing problem you described. Of course, it all depends...
I am making a mod similar to Unleashed, in fact it is somewhat ripped off that admirable piece of work ( you know, I am a space pirate! ), and it should feature all the station vulnerabilities and respawn techniques. When I launch the Alpha, I'll tell you. ( It is still at least a year away, though. )
Happy Hunting,
--IronDuke
<hr noshade size="1">
We're all gonna kill Marauders!
I think your problem could be your OS, as I use Windows XP and have not had the Unleashed crashing problem you described. Of course, it all depends...
I am making a mod similar to Unleashed, in fact it is somewhat ripped off that admirable piece of work ( you know, I am a space pirate! ), and it should feature all the station vulnerabilities and respawn techniques. When I launch the Alpha, I'll tell you. ( It is still at least a year away, though. )
Happy Hunting,
--IronDuke
<hr noshade size="1">
We're all gonna kill Marauders!
Very little about the game is not known to me. Any questions you got, throw them at me.
Please Log in or Create an account to join the conversation.
12 years 1 month ago #17262
by squishy
Replied by squishy on topic station not respawning
it's alright, no rush . Maybe the crash is due to a conflict with another mod, it is not entirely impossible.
I took a break from EOC for now, to something totally different: freelancer (lol). But do let me know if you get the mod going
I took a break from EOC for now, to something totally different: freelancer (lol). But do let me know if you get the mod going
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