APolarBear Posted January 1, 2019 Share Posted January 1, 2019 Does this still work in the most updated stable? Link to comment Share on other sites More sharing options...
reyyn Posted January 2, 2019 Share Posted January 2, 2019 So I have a problem with the grey bars that show up for overheating/energy turrets in the in game UI. I used this mod to lower the heat on a railgun and it did eventually remove the "overheats" modifier from the tooltip at least. However, the grey bar still shows in game. Is it possible for the mod to remove this grey bar? (I suspect not as it is in UI code somewhere in the game client that displays those bars based on the turret type). Â This then got me questioning if it was possible to add other modifiers with a mod such as burst fire, ionized projectiles and what have you. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 3, 2019 Share Posted January 3, 2019 Some of the UI is hard-baked into the C++ side of the code, and us modders can't touch it if that's the case. For many "basic" elements such as the Turret Icons, their placement, the healthbars, etc., this is true. So I expect that, no, we cannot remove the grey bar. Â What *might* be possible is that one could remove the "overheats" modifier from the railgun completely, stripping it from the game. But only if "overheats" is a property added to the railgun in lua script and isn't baked into the behaviour of what defines a weapon as a railgun. But that's also beyond the purview of this mod, I feel. Link to comment Share on other sites More sharing options...
reyyn Posted January 3, 2019 Share Posted January 3, 2019 Some of the UI is hard-baked into the C++ side of the code, and us modders can't touch it if that's the case. For many "basic" elements such as the Turret Icons, their placement, the healthbars, etc., this is true. So I expect that, no, we cannot remove the grey bar. Â This is what I suspect to be the case. I was unable to see anything that looked to me as a change I could make anywhere. Â What *might* be possible is that one could remove the "overheats" modifier from the railgun completely, stripping it from the game. But only if "overheats" is a property added to the railgun in lua script and isn't baked into the behaviour of what defines a weapon as a railgun. But that's also beyond the purview of this mod, I feel. Â This is what I hope is the case. I have been unable to figure this out myself, though admittedly I am not very familiar with the modifiable lua scripts. Link to comment Share on other sites More sharing options...
Daemonic Posted January 4, 2019 Share Posted January 4, 2019 Is anyone able to make a copy of this that works with 20.2 on the beta branch? I have no idea what im doing with lua modding/coding, and id prefer not to mess with it just in case i break things i cant fix :P Link to comment Share on other sites More sharing options...
Shrooblord Posted January 4, 2019 Share Posted January 4, 2019 If it's simply making the mod compliant with the 0.20.2 security update, all that needs to happen is adding callable() function calls to the appropriate functions. Â Search the scripts included in this mod for the word "invoke". You should get hits that include either invokeClientFunction(), invokeServerFunction(), or both. Â Then you look inside the brackets for that invoke function. For example, say you find the function call invokeServerFunction("updateTooltip"). The word enclosed in the parentheses is updateTooltip, so we're going to have to find the function called updateTooltip() in that same script. Â Once you find updateTooltip(), scroll down to where its end statement is. Put the following code after that end: Â callable(NAMESPACE, "updateTooltip") Â where NAMESPACE is the script's namespace. In our example, the code shows: Â function AncientGate.updateTooltip(ready) Â in which case, the namespace is AncientGate. If the script has no namespace, your job will be a little bit harder, and I suggest you either ask for help again or try and namespace the script yourself. Â Finally, add the following code at the top of the script, near the other require statements (or just place it near the top of the code if the code has no requires): Â require ("callable") Â ----- Â In summary, your changes will alter the code in the following manner: Â require ("callable") ... function NAMESPACE.x() Â invokeServerFunction("y") end function NAMESPACE.y() Â ... end callable(NAMESPACE, "y") Â Good luck! There's honestly not a lot you could break performing these updates. If you get it working, do post the fruit of your labours here -- it helps the community a lot! Link to comment Share on other sites More sharing options...
Daemonic Posted January 5, 2019 Share Posted January 5, 2019 Thanks for the advise. Ive had a bit of a play around trying to add in the stuff you said, but no luck so far. Ill tinker a little more over the next day or two and keep you all posted. Â Before any changes, the mod menu itself can be accessed in 20.2, but you are unable to see any turrets in your inventory, and all the stat boxes show up as NIL. In my experiments, i managed to stop the mod from showing up at all, and in my second attempt it appeared to be no change to the default state that it loads in. Â This is literally the first time ive ever touched LUA, or any kind of code, so ill keep playing and see how it goes. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 5, 2019 Share Posted January 5, 2019 Ah, sorry. That sounds like you might be running into other issues than a simple patch-to-security-update-compliance-fix (PtSUC?) will solve. Â You can access the in-game console by pressing the quote key (the one with ' and " on it). This may be displaying errors, which will help you pinpoint where things are going wrong. Â If that doesn't work, reply here again and I'll see if I can take a look. Â Good luck, and welcome to the modding team! ;> Link to comment Share on other sites More sharing options...
Daemonic Posted January 5, 2019 Share Posted January 5, 2019 Wonderful haha. No worries, ill keep tinkering and see what i come up with. Will keep you posted  Edit: Have been playing around with it for a couple of days now, and no luck. Maybe someone else could take a look when they have a chance. Good Luck! Link to comment Share on other sites More sharing options...
Shrooblord Posted January 9, 2019 Share Posted January 9, 2019 Alright too bad. Reply back here if I haven't done so myself in a couple of days. (I am forgetful.) Â I'll have a look and see what I can do. Link to comment Share on other sites More sharing options...
Daemonic Posted January 13, 2019 Share Posted January 13, 2019 Bump! My bad, i also am forgetful apparently! Theres no rush, but just a reminder if/when you get some time :) Link to comment Share on other sites More sharing options...
Shrooblord Posted January 14, 2019 Share Posted January 14, 2019 Hey there! Thanks for the bump. I'll keep this tab open and as my "front tab" until I do it. ;> Â I've been working some more on developing my own mod -- Gateway to the Stars -- and have been busy with other matters, but I'll reserve one of the days in this week to take a peek at what's going on with this mod. Link to comment Share on other sites More sharing options...
Daemonic Posted January 15, 2019 Share Posted January 15, 2019 Oh snap. that looks awesome! By all means, please do focus on your own mod first! Ill be bookmarking your mod as well to keep an eye on its progress! Link to comment Share on other sites More sharing options...
okken Posted January 16, 2019 Share Posted January 16, 2019 fix for 0.20.2 avorion-turret-editor-1.1.1_repair_for_0.20.2.zip Link to comment Share on other sites More sharing options...
Daemonic Posted January 16, 2019 Share Posted January 16, 2019 Oh nice, thanks! Ill give it a try now :) Link to comment Share on other sites More sharing options...
Shrooblord Posted January 16, 2019 Share Posted January 16, 2019 Awesome okken!! Daemonic, please PM me if you want me to look further into this. I assume okken's fix will do what you wanted. Link to comment Share on other sites More sharing options...
TenshiRyu Posted January 16, 2019 Share Posted January 16, 2019 Are you still working on this mod? Unfortunately it doesn't work with the latest version of the game anymore :( Â NVM... I was on the wrong page and didn't see the last replies on this threat :D Link to comment Share on other sites More sharing options...
Shrooblord Posted January 17, 2019 Share Posted January 17, 2019 NVM... I was on the wrong page and didn't see the last replies on this threat :DAs a general rule on these forums, when the mod author doesn't seem to be updating the mod themselves, chances are someone on the latter pages of the thread has. I'll put this notice in the "What Mods Are Supported This Patch?" post I made, too. Link to comment Share on other sites More sharing options...
Daemonic Posted January 17, 2019 Share Posted January 17, 2019 Can confirm it is fully working on the latest version of the beta branch, thanks for the update! Link to comment Share on other sites More sharing options...
darkconsole Posted January 17, 2019 Author Share Posted January 17, 2019 relevant to our's all's interests: Link to comment Share on other sites More sharing options...
SneakyTacts Posted January 17, 2019 Share Posted January 17, 2019 relevant to our's all's interests: That's great news, darkconsole! For others, Qui_Sum, a developer, says this: Â "I am porting the #avorion turret generator from c++ to lua to expose it to modders." Â So we'll be getting all sorts of turret-related mods, now. Sweet! Link to comment Share on other sites More sharing options...
Shrooblord Posted January 18, 2019 Share Posted January 18, 2019 Ooooh that's awesome news. Thanks for the share! Link to comment Share on other sites More sharing options...
Kamo Posted January 20, 2019 Share Posted January 20, 2019 Yaaay ! A very big step closer to the turrets of our dreams ! :D Link to comment Share on other sites More sharing options...
fallensungaming Posted January 27, 2019 Share Posted January 27, 2019 I don't seem to have any turrets that I can upgrade   Nothing shows up for my buddy and I on our server.  https://i.imgur.com/OlDiXzD.jpg is all we see Link to comment Share on other sites More sharing options...
Hypo0008 Posted February 9, 2019 Share Posted February 9, 2019 I don't seem to have any turrets that I can upgrade   Nothing shows up for my buddy and I on our server.  https://i.imgur.com/OlDiXzD.jpg is all we see  You and I are in the same boat! :P I downloaded the fix and followed the instructions and it looks the same as yours. Did you manage to find the fix for this?? Link to comment Share on other sites More sharing options...
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