[MOD] Auto Trader (v1.1 Dec 15 2015)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Hi plynak,
Please try to select the ship from the property menu and then trigger the autopilot. If this still not works then please send the zipped saved game to me.
Cheers Euclid
Please try to select the ship from the property menu and then trigger the autopilot. If this still not works then please send the zipped saved game to me.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
Please zip it and email it to me. The link you've provided requirers a registration & login which I do not wish.
Cheers Euclid
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
ok...its strange
i add a scaldis to my squad
and i double click shift+a ...nothing happened
but when i remove it from my squad
and i cdouble click shift+a ...it show up...auto trade
and its working...
scaldis can buy something and sell it
but i dont know what it is
cant see it
then
i add some mod...it fail and stuck
i add a scaldis to my squad
and i double click shift+a ...nothing happened
but when i remove it from my squad
and i cdouble click shift+a ...it show up...auto trade
and its working...
scaldis can buy something and sell it
but i dont know what it is
cant see it
then
i add some mod...it fail and stuck
Hi
I have XR 3.6 and found your AutoTrader extension today.
I got it working, but the captains command always shows "None - Jumping".
Is this normal?
And it puts a * char behind the name of the captain.
Normal?
It did one trade, now it sits there. The inital logbook entry was with 0 profit. When i try the show profit command it doesn't write a new entry in the logbook. I think its not working properly with 3.6?
I have XR 3.6 and found your AutoTrader extension today.
I got it working, but the captains command always shows "None - Jumping".
Is this normal?
And it puts a * char behind the name of the captain.
Normal?
It did one trade, now it sits there. The inital logbook entry was with 0 profit. When i try the show profit command it doesn't write a new entry in the logbook. I think its not working properly with 3.6?
jazzdd wrote:Hi
I have XR 3.6 and found your AutoTrader extension today.
I got it working, but the captains command always shows "None - Jumping".
Is this normal?
And it puts a * char behind the name of the captain.
Normal?
It did one trade, now it sits there. The inital logbook entry was with 0 profit. When i try the show profit command it doesn't write a new entry in the logbook. I think its not working properly with 3.6?
AutoTrader works fine with 3.6.
The trader have allways None-Command and when he has found a trade, he initialze the jump and jumps directly to the station.
He dont need any fuel and Cargo URV.
The first Trade seems to be allways with 0 Profit and for the next trade it will take a little time.
I have another issue with that mod. I used a station trader for another purpose and added the ship to my squad, after that I tried to restart the station trader. But this doesn't work.
The command displayed is Standing by, I try to activate the station trader but the only option I get is to show profit. But the trader is not activated it still shows Standing by and not None as usual.
The command displayed is Standing by, I try to activate the station trader but the only option I get is to show profit. But the trader is not activated it still shows Standing by and not None as usual.
Yes, if you assign an AutoTrader to a station it will cancel the script. To make it an AutoTrader again, remove it from the station assigned to first. Then start the AutoTrader as usual.
Cheers Euclid
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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- Posts: 28
- Joined: Sun, 8. Feb 09, 06:36
auto trader
i installed the human resources mod as well as the autotrader there was a selection to stop autotrader i clicked it once before and i have not figured out how to turn the autotrader back on. do you have a toggle for it?
btw i even tried uninstalling and reinstalling the mod, since then i have not been able to get autotrader to start working again.
btw i even tried uninstalling and reinstalling the mod, since then i have not been able to get autotrader to start working again.
Hi cheetahawk,
I'm not familar with the Human Resource mod and cannot help there. Maybe you should ask the author of HR.
However, to stop any Autotrader just add him to your squad. This will stop the script, and how to (re)start the Autotrader has been explained in the OP here and has not changed since.
Cheers Euclid
I'm not familar with the Human Resource mod and cannot help there. Maybe you should ask the author of HR.
However, to stop any Autotrader just add him to your squad. This will stop the script, and how to (re)start the Autotrader has been explained in the OP here and has not changed since.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
IIRC, the Human Resources compatibility link to AutoTrader is in New Orders -> AutoTrader, or if multiple trading ship mods are activated it will be in New Orders -> Extensions -> AutoTrader. The button will link to the autotrade startup or resume autotrading conversations as appropriate.
The AutoTrader entry in the mod compatibility section in HR's main thread has more information. You can bother me over there if the buttons dont seem to be working.
The AutoTrader entry in the mod compatibility section in HR's main thread has more information. You can bother me over there if the buttons dont seem to be working.
I don't know if I'm asking a recurring question here, but despite the risk of dragging the anger of the forums over my head (:D), I have to ask:
-Are there any plans to extend the mod to ships without universal storage? (I'm mostly thinking about the auto-miner function when asking this. I like those Onils)
-Are there any plans to extend the mod to ships without universal storage? (I'm mostly thinking about the auto-miner function when asking this. I like those Onils)
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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- Posts: 28
- Joined: Sun, 8. Feb 09, 06:36
i have it fixed now thanks, in fact some of the ships get bugged some times and get stuck in their tracks, what i have had to do was change captains out, by telling the new captain to work there and replace the old captain. sometimes though just docking with the ship will make it start moving again.
Hi Ezarkal,
Feel free to modify it for your own needs. In the md folder the file EuclidsAutoTraderAlt.xml has in line 10 the condition sequence
of which the last four are only met by a ship with univesal cargo. If you delete those then any ship can be made AutoTrader. However, a word of caution: If you make a destroyer AutoTrader it will only sit about an do nothing
Cheers Euclid
Feel free to modify it for your own needs. In the md folder the file EuclidsAutoTraderAlt.xml has in line 10 the condition sequence
Code: Select all
<do_if value="(event.object.owner == faction.player) and (event.object.type == entitytype.commander) and event.object.ship.cargo.{ware.energycells}.max and event.object.ship.cargo.{ware.ore}.max and event.object.ship.cargo.{ware.bofu}.max and event.object.ship.cargo.{ware.water}.max">
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
or if you change it to this it will be restricted to Ships with any Cargo Bay:
Code: Select all
<do_if value="(event.object.owner == faction.player) and (event.object.type == entitytype.commander) and ( event.object.ship.cargo.{ware.energycells}.max or event.object.ship.cargo.{ware.ore}.max or event.object.ship.cargo.{ware.bofu}.max or event.object.ship.cargo.{ware.water}.max )">
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
No idea why but suddenly all Auto Traders stopped working
When i try following the steps to "relocate" the only option i have is to check profits, dont mater if the A.T. is in squad or not is the same thing
I will try create new auto traders see if something changes
If you want have a look in my save file here`s the link: https://mega.nz/#!GYBCzK4Y!FY61my1pcmF2 ... Bq5Lmr01Yg
Edit: The new one is working... so no clue what made the old ones stop and why i cant make them run again
When i try following the steps to "relocate" the only option i have is to check profits, dont mater if the A.T. is in squad or not is the same thing
I will try create new auto traders see if something changes
If you want have a look in my save file here`s the link: https://mega.nz/#!GYBCzK4Y!FY61my1pcmF2 ... Bq5Lmr01Yg
Edit: The new one is working... so no clue what made the old ones stop and why i cant make them run again
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
I didint removed any mods from this save and no save edit either that was more strange no visible change and when i saw then floating idle
Thinking back only change i did was change them to auto refuel, i noticed one idle and though maybe they need some fuel in the bay sent the idle one to refuel and changed all to auto refuel (after i read they dont need fuel )
Later i tried many ways to make them work again but the only one that seen to work is simple change the captain and start again as sector trade
To me looks like the AT scrip stop and i dont have a way to force them to restart (when i try start again with auto pilot only option is to show profit) or something like that
Thinking back only change i did was change them to auto refuel, i noticed one idle and though maybe they need some fuel in the bay sent the idle one to refuel and changed all to auto refuel (after i read they dont need fuel )
Later i tried many ways to make them work again but the only one that seen to work is simple change the captain and start again as sector trade
To me looks like the AT scrip stop and i dont have a way to force them to restart (when i try start again with auto pilot only option is to show profit) or something like that
Yes, that will stop the script. And it's not a surprise that you could not restart the AutoTrader. As long as the auto fuel option is on this will stop the AutoTrader instantly.Kyots wrote: ......Thinking back only change i did was change them to auto refuel ... (after i read they dont need fuel ) ....
Anyway, I'm glad you've sorted that out
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786