[Mod] Advanced Renaming (updated 2020-07-11)
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[Mod] Advanced Renaming (updated 2020-07-11)
An Update of my X-Rebirth Mod. Topic WiP (currently mostly a copy of the XR version)
This Extension allows more Flexibility in Object Names. Especially you can define a Name Template and all Objects will be named according to this Template and it adds Colored Object Names. Its simple to use since you just rename your Properties as usual, but you can simply include expressions which will be replaced by what you really want to write there.
Available Expressions:
Colored Names
To color Object Names just put these Expressions before the part intended to be colored:
/blk black
/gr1 gray 1
/blu blue
/cya cyan
/grn green
/mag magenta
/red red
/lbl light blue
/whi white
/yel yellow
/gr2 gray 2
/hex for Hexadecimal (RRGGBB) Color in the format /hexBADA55#
Insert Expressions
these pre-definied Expressions exist:
###> First the ones which dont change for a specific update (or wont cause an update if they should change) - generally perfixed with /
/type+ = > Full Typename of the Object Macro (for example Nova Vanguard )
/type0 = > Typename of the Object Macro without Subtype (for example Nova )
/class = > Object Class (currently XL, L, M, S, XS and ST - please notify me if more pop up)
/purpose = > InGame-Purpose of the Obejct (Trade, Fight, Build, Mine, Scan or Hack)
/freightclass => Compatible Freight Classes ( BCEL ), if its universal its U
/sec = > Name of the Sector/Cluster the Object is currently in (Intended for Stations, No Auto Update)
/clu /
/sup.sec = > Similiar to the two before, but refering to the Superior, not the Object itself
/sup.clu /
-> Sequence numbers:
/seqall > Counter for all Ships, no seperation between type or class
/seqtype > Counter for each Ship Type (Variations count as seperate Type)
/seqsize > Counter for each Ship Size Class (L, XL etc)
/seqpurp > Counter for Ship Purpose Class (Trade, Fight, Mine, Build)
/seqclass > Counter for Size+Purpose combination
-> Control Codes for Sequence Numbers (will be removed entirely after being performed)
/seqdel > Delete currently assigned Sequence Number to get a new one
/seqresetall
/seqresettype
/seqresetsize . . . > Remove current Sequence Number of that type and start over at 1 (already assigned Numbers will stay)
/seqresetpurp
/seqresetclass
###> Next the Expressions which will cause an Update if their Value changes (prefixed with $)
$sup.name => Inserting the Name of the Superior ($-Expressions are cut away for this)
$money => current amount of Cash the Pilot/Manager has
=> Skills: Skill Values of certain Control Entities can be inserted with a 3-letter-combo:
$SAB
where the $S is always the same (S for Skill )
A stands for the following options:
C => Pilot,Captain (both are technically equal)
D => Defense Officer
E => Engineer
M => Manager
and B defines the Skill to be inserted:
A => All(Combined; goes from 0 to 100 instead of the others 0 to 5)
B => Boarding
C => Combat
E => Engineering
L => Leadership
M => Managment
N => Navigation
O => Morale
S => Science
Custom Expressions
There is a seperate Extension included in the Download.
This Extension allows for defining custom Expressions to allow for more efficient renaming.
Additionally you can define Initial Names for Stations, Big Ships and Small Ships when you buy/build them there now. i recommend putting a custom expression there and define the full name with this Expression, because that way you can change it easily when you change your mind
i have left a short explaination how to use it there. Also all previously explained / and $ Expressions can be used inside there without restrictions
Download
here.
Depends on _G UI Workaround Version 0.31 found
here. (the previous Version 0.20 should also work)
Script-defined Expressions (for use by other Modders)
You can also provide Additional Expressions via Script by writing to a Table for external Namereplacements ( player.entity.$namereplacement.{$object}.$expression ) and send an Update Signal immediately after writing there ( <signal_objects object="$object" param="'Object Name Updated'" delay="100ms"/> )
Changelog
Version 0.40 (2019-02-02):
=> Sectors and Deployables can now use this Extension too when Renaming
-> Deployables (Mines, Lasertowers etc.) use the XS default Ship name when Deployed
=> You can now Edit the (Unformatted) Name when renaming an Object. No more re-typing everything! (because of lua limitations this only works for manually named Objects, not for default names)
=> Now also uses the Default Name Function when an Object goes into Player Property (not teste yet, plz confirm when able)
=> Added additional check to avoid naming Nonplayer-Objects
=> fixed/removed some Output in the log
2019-02-27 (screw Version Numbers, i will just go with the Date)
==> Compatibility for Game Version 2.0
=> Fixed Script-defined Expressions API
=> Removed unneeded and outdated Lang files - when using German or French please delete the t folder before updating
=> Added Notification if the Player Faction Tag Mod is also active, since function of both Overlaps
=> All Player Objects with the default name will be changed to custom default name when its first detected on game load
=> Leaving Object Name empty will set it to custom default Name
=> Made some guesses Fix to apply Default Name to Capped Ships (untested)
=> Added some custom Ship Variants for Type Name shortening
2019-04-12
=> Added Check for Game Version in lua and if the version is unknown only use less intrusive changes (improves compatibility, but in unrecognized Versions the Names will be empty on renaming)
-> recognized Versions: 2.00 (334398), 2.20 (339509), 2.21 (341463)
=> Added Sequence Numbers functionality
2019-07-13
=> nor recognizing Version 2.50 too (but editing name function is broken somehow still)
This Extension allows more Flexibility in Object Names. Especially you can define a Name Template and all Objects will be named according to this Template and it adds Colored Object Names. Its simple to use since you just rename your Properties as usual, but you can simply include expressions which will be replaced by what you really want to write there.
Available Expressions:
Colored Names
To color Object Names just put these Expressions before the part intended to be colored:
/blk black
/gr1 gray 1
/blu blue
/cya cyan
/grn green
/mag magenta
/red red
/lbl light blue
/whi white
/yel yellow
/gr2 gray 2
/hex for Hexadecimal (RRGGBB) Color in the format /hexBADA55#
Insert Expressions
these pre-definied Expressions exist:
###> First the ones which dont change for a specific update (or wont cause an update if they should change) - generally perfixed with /
/type+ = > Full Typename of the Object Macro (for example Nova Vanguard )
/type0 = > Typename of the Object Macro without Subtype (for example Nova )
/class = > Object Class (currently XL, L, M, S, XS and ST - please notify me if more pop up)
/purpose = > InGame-Purpose of the Obejct (Trade, Fight, Build, Mine, Scan or Hack)
/freightclass => Compatible Freight Classes ( BCEL ), if its universal its U
/sec = > Name of the Sector/Cluster the Object is currently in (Intended for Stations, No Auto Update)
/clu /
/sup.sec = > Similiar to the two before, but refering to the Superior, not the Object itself
/sup.clu /
-> Sequence numbers:
/seqall > Counter for all Ships, no seperation between type or class
/seqtype > Counter for each Ship Type (Variations count as seperate Type)
/seqsize > Counter for each Ship Size Class (L, XL etc)
/seqpurp > Counter for Ship Purpose Class (Trade, Fight, Mine, Build)
/seqclass > Counter for Size+Purpose combination
-> Control Codes for Sequence Numbers (will be removed entirely after being performed)
/seqdel > Delete currently assigned Sequence Number to get a new one
/seqresetall
/seqresettype
/seqresetsize . . . > Remove current Sequence Number of that type and start over at 1 (already assigned Numbers will stay)
/seqresetpurp
/seqresetclass
###> Next the Expressions which will cause an Update if their Value changes (prefixed with $)
$sup.name => Inserting the Name of the Superior ($-Expressions are cut away for this)
$money => current amount of Cash the Pilot/Manager has
=> Skills: Skill Values of certain Control Entities can be inserted with a 3-letter-combo:
$SAB
where the $S is always the same (S for Skill )
A stands for the following options:
C => Pilot,Captain (both are technically equal)
D => Defense Officer
E => Engineer
M => Manager
and B defines the Skill to be inserted:
A => All(Combined; goes from 0 to 100 instead of the others 0 to 5)
B => Boarding
C => Combat
E => Engineering
L => Leadership
M => Managment
N => Navigation
O => Morale
S => Science
Custom Expressions
There is a seperate Extension included in the Download.
This Extension allows for defining custom Expressions to allow for more efficient renaming.
Additionally you can define Initial Names for Stations, Big Ships and Small Ships when you buy/build them there now. i recommend putting a custom expression there and define the full name with this Expression, because that way you can change it easily when you change your mind
i have left a short explaination how to use it there. Also all previously explained / and $ Expressions can be used inside there without restrictions
Download
here.
Depends on _G UI Workaround Version 0.31 found
here. (the previous Version 0.20 should also work)
Script-defined Expressions (for use by other Modders)
You can also provide Additional Expressions via Script by writing to a Table for external Namereplacements ( player.entity.$namereplacement.{$object}.$expression ) and send an Update Signal immediately after writing there ( <signal_objects object="$object" param="'Object Name Updated'" delay="100ms"/> )
Changelog
Version 0.40 (2019-02-02):
=> Sectors and Deployables can now use this Extension too when Renaming
-> Deployables (Mines, Lasertowers etc.) use the XS default Ship name when Deployed
=> You can now Edit the (Unformatted) Name when renaming an Object. No more re-typing everything! (because of lua limitations this only works for manually named Objects, not for default names)
=> Now also uses the Default Name Function when an Object goes into Player Property (not teste yet, plz confirm when able)
=> Added additional check to avoid naming Nonplayer-Objects
=> fixed/removed some Output in the log
2019-02-27 (screw Version Numbers, i will just go with the Date)
==> Compatibility for Game Version 2.0
=> Fixed Script-defined Expressions API
=> Removed unneeded and outdated Lang files - when using German or French please delete the t folder before updating
=> Added Notification if the Player Faction Tag Mod is also active, since function of both Overlaps
=> All Player Objects with the default name will be changed to custom default name when its first detected on game load
=> Leaving Object Name empty will set it to custom default Name
=> Made some guesses Fix to apply Default Name to Capped Ships (untested)
=> Added some custom Ship Variants for Type Name shortening
2019-04-12
=> Added Check for Game Version in lua and if the version is unknown only use less intrusive changes (improves compatibility, but in unrecognized Versions the Names will be empty on renaming)
-> recognized Versions: 2.00 (334398), 2.20 (339509), 2.21 (341463)
=> Added Sequence Numbers functionality
2019-07-13
=> nor recognizing Version 2.50 too (but editing name function is broken somehow still)
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
Re: [Mod] Advanced Renaming
Be advised that i decided to just publish this mod because otherwise i have the feeling i will always move it to the next day to have one more look over it (did that for about a week now), so if there are mistakes or something doesnt work please drop me a Note.
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
-
- Posts: 41
- Joined: Tue, 25. Sep 18, 23:57
Re: [Mod] Advanced Renaming
Many thanks !
Was waiting for that kind of mods for day one !
I gonna test it as soon as I have time to do.
Was waiting for that kind of mods for day one !
I gonna test it as soon as I have time to do.
Re: [Mod] Advanced Renaming
Nice, thanks for the contribution! Do you think your more complex mods will work with X4?UniTrader wrote: ↑Fri, 11. Jan 19, 12:40Be advised that i decided to just publish this mod because otherwise i have the feeling i will always move it to the next day to have one more look over it (did that for about a week now), so if there are mistakes or something doesnt work please drop me a Note.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
Re: [Mod] Advanced Renaming
mostly not without some updating. how much is needed depends. i think my gate passage script should work pretty much unchanged for example. but i am pretty sure the hook into the game wont work anymore. but planning to work on most of that stuff
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
-
- Posts: 99
- Joined: Sat, 21. Jun 08, 18:46
Re: [Mod] Advanced Renaming
This looks great. Would it be possible to add automatic numbering to the custom expressions?
Spoiler
Show
e.g. you have
then the first ship you rename '/UD1' becomes 'Ship 001', the second becomes 'Ship 002', etc etc.
Code: Select all
<t id="0">/UD1</t>
<t id="1">Ship ###</t>
Re: [Mod] Advanced Renaming
there was a mass renaming feature in the XR version, which might return the code for this is still present, but i have to add some buttons to the ui to trigger it.. and lua/ui is my least favorite aspect of modding..
i wonder why you want to combine this with the custom expressions though... maybe individual Ship names for your Fleet? (if yes: it wont keep track which ship was called what, so in a subsequent mass rename it will get a diffrent name)
i wonder why you want to combine this with the custom expressions though... maybe individual Ship names for your Fleet? (if yes: it wont keep track which ship was called what, so in a subsequent mass rename it will get a diffrent name)
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
Re: [Mod] Advanced Renaming
Can someone put here an example usage please?
I couldnt make it work. i assume usage is like "/blu/type0 /purpose". This is what i understand. but doesnt work. this code stays in his name forever. I need an example usage. What to type in name section.
I couldnt make it work. i assume usage is like "/blu/type0 /purpose". This is what i understand. but doesnt work. this code stays in his name forever. I need an example usage. What to type in name section.
Re: [Mod] Advanced Renaming
thats exactly what you are supposed to type, but did you install the required _G Workaround? it wont work without it.
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
-
- Posts: 99
- Joined: Sat, 21. Jun 08, 18:46
Re: [Mod] Advanced Renaming
Have realised this is perfectly compatible with the Rename Fleet Ships mod, so it turns out I can basically do what I needed to anyway.UniTrader wrote: ↑Sun, 13. Jan 19, 10:08there was a mass renaming feature in the XR version, which might return the code for this is still present, but i have to add some buttons to the ui to trigger it.. and lua/ui is my least favorite aspect of modding..
i wonder why you want to combine this with the custom expressions though... maybe individual Ship names for your Fleet? (if yes: it wont keep track which ship was called what, so in a subsequent mass rename it will get a diffrent name)
Thanks for putting this together though - turns out it was just what I needed in this game, and has made fleet management far less tedious!
Btw, with the user defined expressions, if you want to use more than the first 9, it seems like you need to change all of the shortcuts from e.g. "/UD1" to "/UD01" - otherwise when you try to use e.g. "/UD10", it just substitutes in "/UD1" followed by "0". Not that hard to work out and edit manually, but probably the change should be included as default?
Re: [Mod] Advanced Renaming
just change the /UD1 to whatever you want i only left it there as an example, but you can also use stuff like "/fighter" "/name1" or whatever you want
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
-
- Posts: 28
- Joined: Fri, 2. Mar 07, 00:58
Re: [Mod] Advanced Renaming
Any chance of the mod being updated for _G workaround .031?
Re: [Mod] Advanced Renaming
Thanks of the reminder, forgot this over my cold.
Just updated to a Version which should be compatible with both 0.20 and 0.31 of the _G Workaround (might give errors with 0.20, i didnt check)
Just updated to a Version which should be compatible with both 0.20 and 0.31 of the _G Workaround (might give errors with 0.20, i didnt check)
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
-
- Posts: 28
- Joined: Fri, 2. Mar 07, 00:58
Re: [Mod] Advanced Renaming
Im getting these parsing errors...
saw this one as well
Code: Select all
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(31): Warning while parsing expression: Property lookup failed
* Input: {5554302,1}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{3L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(57): Warning while parsing expression: Property lookup failed
* Input: {5554302,3} != ''
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{3L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(58): Warning while parsing expression: Property lookup failed
* Input: {5554302,3}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{4L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(65): Warning while parsing expression: Property lookup failed
* Input: {5554302,4} != ''
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{4L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(66): Warning while parsing expression: Property lookup failed
* Input: {5554302,4}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{5L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(73): Warning while parsing expression: Property lookup failed
* Input: {5554302,5} != ''
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{5L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(74): Warning while parsing expression: Property lookup failed
* Input: {5554302,5}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{6L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(81): Warning while parsing expression: Property lookup failed
* Input: {5554302,6} != ''
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{6L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(82): Warning while parsing expression: Property lookup failed
* Input: {5554302,6}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{7L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(89): Warning while parsing expression: Property lookup failed
* Input: {5554302,7} != ''
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{7L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(90): Warning while parsing expression: Property lookup failed
* Input: {5554302,7}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{8L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(97): Warning while parsing expression: Property lookup failed
* Input: {5554302,8} != ''
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{8L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(98): Warning while parsing expression: Property lookup failed
* Input: {5554302,8}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{1L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(189): Warning while parsing expression: Property lookup failed
* Input: @readtext.{5554302}.{1} != '=ReadText5554302-1=' and {5554302,1} != @$customversion
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{1L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(195): Warning while parsing expression: Property lookup failed
* Input: {5554302,1}
* Pos: ^
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 Property lookup failed: readtext.{5554302L}.{1L}
[General] 27122.04 ======================================
[General] 27122.04 ======================================
[=ERROR=] 27122.04 extensions\ut_advanced_renaming\md\utcac_object_name_managment.xml(254): Warning while parsing expression: Property lookup failed
* Input: @readtext.{5554302}.{1} != '=ReadText5554302-1=' and {5554302,1} == 'yes'
* Pos: ^
Code: Select all
[=ERROR=] 27237.75 Error while executing onEvent script for event: onClick.
Errormessage: .\extensions\ut_advanced_renaming\utrenaming.lua:1843: attempt to perform arithmetic on field 'mapRowHeight' (a nil value)
Re: [Mod] Advanced Renaming
the first are harmless. it means the (included) customisation mod is not installed. its not strictly required, but i recommed it if you want to get the most out of this mod
i thought i avoided these messages, but i think i have to rearrange the conditions a bit...
the latter is from a section i had to copy 1:1 from the ego files and which i didnt change.. i think its related to egos code, but i will take a look into it..
PS small update incoming. i found out how to keep text in input fields also will enable this extension for Sectors and Deployables (although most Expressions dont make sense for them)
i thought i avoided these messages, but i think i have to rearrange the conditions a bit...
the latter is from a section i had to copy 1:1 from the ego files and which i didnt change.. i think its related to egos code, but i will take a look into it..
PS small update incoming. i found out how to keep text in input fields also will enable this extension for Sectors and Deployables (although most Expressions dont make sense for them)
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
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- Posts: 28
- Joined: Fri, 2. Mar 07, 00:58
Re: [Mod] Advanced Renaming
Thanks, I figured id mention them. Personally I know nothing on lua so had no clue on what to do about that. I did think that the first one was on the custom rename commands, which ive not looked at yet but might see about chaining together several to get those I use with a single command instead of multiple.
Re: [Mod] Advanced Renaming
Finally Update Time!!!! this lua crap refused to work properly till i worked around it... -.-
Changes in Version 0.40:
=> Sectors and Deployables can now use this Extension too when Renaming
-> Deployables (Mines, Lasertowers etc.) use the XS default Ship name when Deployed
=> You can now Edit the (Unformatted) Name when renaming an Object!!! No more re-typing everything! (because of lua limitations this only works for manually named Objects, not for default names)
=> Errors above should be gone now.
EDIT: small update at 21:20 MET cause i spotted two minor things i can improve (no new version number):
=> Now also uses the Default Name Function when an Object goes into Player Property (not teste yet, plz confirm when able)
=> Added additional check to avoid naming Nonplayer-Objects
Changes in Version 0.40:
=> Sectors and Deployables can now use this Extension too when Renaming
-> Deployables (Mines, Lasertowers etc.) use the XS default Ship name when Deployed
=> You can now Edit the (Unformatted) Name when renaming an Object!!! No more re-typing everything! (because of lua limitations this only works for manually named Objects, not for default names)
=> Errors above should be gone now.
EDIT: small update at 21:20 MET cause i spotted two minor things i can improve (no new version number):
=> Now also uses the Default Name Function when an Object goes into Player Property (not teste yet, plz confirm when able)
=> Added additional check to avoid naming Nonplayer-Objects
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
-
- Posts: 28
- Joined: Fri, 2. Mar 07, 00:58
Re: [Mod] Advanced Renaming
Its working, took a bit playing around with the custom expressions to get the names of them to show up the way I wanted them to. For the newly build ones, Ill have to test capping a L class ship