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

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Xo3oToC
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Post by Xo3oToC » Tue, 12. Jul 16, 23:47

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 » Mon, 27. Feb 17, 13:05

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 » Mon, 27. Feb 17, 14:01

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 » Mon, 27. Feb 17, 20:23

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 » Sat, 18. Mar 17, 15:35

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 » Fri, 26. May 17, 06:03

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 » Wed, 31. May 17, 12:14

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 » Mon, 31. Jul 17, 22:45

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!

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Joubarbe
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Post by Joubarbe » Tue, 1. Aug 17, 08:46

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.

gnasirator
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Post by gnasirator » Tue, 1. Aug 17, 09:02

He doesn't!


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

Post by nickexists » Mon, 9. Dec 19, 05:18

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".

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