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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Alright, I will look into it, Thanks.
Could you post also the Log files somewhere or Upload them when things like these occur?, Especially when Dialog options aren't working, Since they just call functions from the lua files from the Game. would help me alot These 2 files are important LOGfile.txt And ScriptErrors.log The Others motherships never Were supposed to have GUI Slots, but I can also make some for them, could be pretty hard on the Dreadnaught tho, but I will try.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-12-2015 at 12:09 AM. |
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#2
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Here ya go.
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#3
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Quote:
In Editing the Other Motherships. Maybe you can get the files from the SW1 Mothership Mod . All the Motherships there have GUI Slots including Battleship & Dreadnaught (http://forum.1cpublishing.eu/showthread.php?t=16158) |
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#4
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Really good Idea!, I've added the gui slots Right away.
Thanks. EDIT @Lotrek: I Think I have fixed now all the problems that you Told me... need m0ar. BTW: I Also would like some Testing on the System Management script That I worked on, Try it out. You can configure the SysM_Kobra System from the Maintance Station Dialog. should there somwhere, then visit corrino and Fly to the Kobra system. Im wondering what the results will be with your Awesome testing Skills
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-12-2015 at 03:11 PM. |
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#5
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I've gone through GW's original script and the GW script you have in your version and I can see no difference with the GK turrets. I know in the previous version I was able to buy them.
Here is the snippet from Data\Scripts\include\GW that I am referring to: -------------------------------------------------------------------------------- ---- Buy MS EQUIPMENT section -------------------------------------------------- -------------------------------------------------------------------------------- function buy_THGK3() buy_ms_eq("THGK3"); end; function buy_TLGK3() buy_ms_eq("TLGK3"); end; function buy_TPGK3() buy_ms_eq("TPGK3"); end; function buy_TRGK3() buy_ms_eq("TRGK3"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"THGK3",350000}, {"TLGK3",350000}, {"TPGK3",350000}, {"TRGK3",350000} }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; I checked Data/Game/Modules and THGK3, TLGK3, TPGK3, TRGK3 are all there with complete parameters. All the referenced items are located in Data\TEXTURE\Interface\Module\32. As far as I can tell, the above script should work. I looked at the script in your mod used to buy the MD-5 black hole Particle Accelerator under option 9 Star Equipment: -- //////////////////////////// -- -- // Star Equipment Section // -- --//////////////////////////// -- function buy_RG4() buy_ms_eq("RG4"); end; function buy_ms_eq(eq_name) local tab_ms_eq = { {"RG4",75000}, }; local cost = 0; for k, x in tab_ms_eq do if (x[1] == eq_name) then cost = x[2]; end; end; if (cost == 0) then return FALSE; end; local cash = GetPlayerCredits(); if (cash >= cost) then mothership:AddModuleToInventory(eq_name, 1); SubPlayerCredits(cost); OutputToScreenLog("#UI_item_buy_ok",7); else OutputToScreenLog("#UI_buy_fail",7); end; end; Comparing the two scripts they seem identical with the exception of the item they are to buy. The black hole script works, the GK turret one does not. I am at a loss as to why at this point since they seem to be the same code. |
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#6
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Yes, I Used it as an Template, but it is fixed in v0.3.1: See Signature.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
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#7
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OK I d/l both Nanaki's Fleet Mod & GW's Mothership Mod and SW3.Expansion Mod v0.3.1.
I was able to buy the GK turrets but alas another error has occurred. When I hover over them in my inventory or right click them I get: Not found String: #String_LDESC_GK1 The same goes for GK2, GK3, and GK4. I'll do more testing later, gotta run some errands. |
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#8
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Pls note that Nanaki's Fleetmod and Motherships Mod from Goblin_Wizard are both in the Mod itself. No need to Download it through the Merged Version, its only for people that just want to play with these two Mods.
It also would Break some additional Stuff when you Install it with the SW3.Expansion Mod. -About the Problem: Oh, seems to be only an Invalid string the Modules.xml File, I get right to it. Will post Quick fix when its done. EDIT: Fix Modules.xml Also: Be sure to read that readme.txt
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 02-12-2015 at 03:56 PM. |
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