Author Topic: [MOD](v0.5.1) FleetControl - easy management of ship groups and more  (Read 33471 times)

RoMonGerr

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good news,

I will use my current free time to update the fleetcontrol mod and already started fixing ... expect a new release the next days  ;D
Word ..."Message" From Modder w00zla



swiftmiester

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An update would make my week. Thankyou



RoMonGerr

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YES, Sorry My Bad .. i D/L-ed the V.04 .. so eager beaver sorry again  !!!!!
« Last Edit: July 12, 2018, 09:19:24 PM by RoMonGerr »



w00zla

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good news,

I will use my current free time to update the fleetcontrol mod and already started fixing ... expect a new release the next days  ;D
Word ..."Message" From Modder w00zla

From Web Page : https://github.com/w00zla/avorion-fleetcontrol/compare/v0.4...master
" Commits on Jul 06, 2018
 @w00zla
w00zla
fixed basic errors and infrastructure code
b458bbe
Commits on Jul 11, 2018
 @w00zla
w00zla
fixed everything & finished sound integration
ee8e064
Showing  with 895 additions and 493 deletions. "
-End of Line-
 Oh Happy Day  :) ;) :D ;D :-* 8) From Link looks like a "Fixed" version is up for D/L
About to go try it out now !
And Again I can not Thank w00zla enough  8)

Update:  Did Not Work  :( :-[
I D/L fresh file. 
Replaced old files .
Loaded "Saved" [sp] game.
open Chat, Typed command "/fleetcontrol"
then /fleetcontrol disable , then /fleetcontrol  jumped , jump back nothing  ...


please don't download anything from the github-repo until I post the new release, it's not completely ready yet!!
« Last Edit: July 12, 2018, 07:58:31 PM by w00zla »



w00zla

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Hello everybody,

I finally managed to get a new release done  :)

FleetControl v0.5 - the "better late than never" update

Changelog:
  • made the mod compatible with the latest versions of the game (0.18-beta & 0.17.1-stable)
  • added support for playing random sounds when giving orders (configurable)
  • added script namespaces, fixed and refactored much infrastructure code

DOWNLOAD v0.5

Also a little guide on how to create own custom order sounds will follow  8)



Shrooblord

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Awesome! This was one of my favourite mods. Great to have it back in the pack! ;D

----

EDIT: Bug report -- tried to enable fleet control HUD server-wide using /fleetcontrolconfig enablehud true. This resulted in the following error:

Code: [Select]
2018-07-13 11-48-03| Execution Context (inner to outer):
2018-07-13 11-48-03| #0: FleetControlConfigCommand.execute data/scripts/commands\fleetcontrolconfig.lua
2018-07-13 11-48-03|
2018-07-13 11-48-03| could not execute function 'FleetControlConfigCommand.execute' in '"data/scripts/commands\fleetcontrolconfig.lua"':
2018-07-13 11-48-03|
2018-07-13 11-48-03| data/scripts/commands\fleetcontrolconfig.lua:28: attempt to call global 'getModInfo' (a nil value)
2018-07-13 11-48-03| stack traceback:
2018-07-13 11-48-03|     data/scripts/commands\fleetcontrolconfig.lua:28: in function <data/scripts/commands\fleetcontrolconfig.lua:25>
2018-07-13 11-48-03|

----

Bug report #2:

I could not get this to work at all. After configuring some HUD options and putting my ships in the Groups, I left Sector then returned, because I saw no UI anywhere. Hoped that would give me a UI. However, still no UI and instead the changes I made were all lost. All my ships disappeared from the units list, too.

Here's another error log:

Code: [Select]
2018-07-13 11-50-26| SCRIPT FleetControl [v0.5] p#1 => UI was enabled  -> manager script attached to player
2018-07-13 11-50-28| Execution Context (inner to outer):
2018-07-13 11-50-28| #0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua
2018-07-13 11-50-28|
2018-07-13 11-50-28| could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
2018-07-13 11-50-28| invalid argument 'nil' at stack position 1, expected 'Player'
2018-07-13 11-50-28| stack traceback:
2018-07-13 11-50-28|     [C]:-1: in function invokeClientFunction
2018-07-13 11-50-28|     data/scripts/entity/fleetcontrol/controlui.lua:230: in function ?

....

2018-07-13 11-50-29| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
2018-07-13 11-50-29| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
2018-07-13 11-50-30| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.

.... (this message x 100 or so) ...

2018-07-13 11-54-24| An error occurred during remote call to 'savePlayerConfig' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.

... more errrors ...

2018-07-13 11-55-47| An error occurred during remote call to 'invokeOrdersScript' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
« Last Edit: July 13, 2018, 12:06:04 PM by Shrooblord »
Shrooblord



w00zla

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Hello everybody,

there is a new update for the mod :)
but its mainly for bugfixing and stability since last release.

FleetControl v0.5.1

Changelog:
  • fixed bugs and problems with script changes and some strange client behaviour (thx to Shrooblord for feedback)
  • added 'clear' action to '/fleetcontrolconfig' command for removing all saved mod values (for troubleshooting purposes)

DOWNLOAD v0.5.1
« Last Edit: July 15, 2018, 02:21:35 PM by w00zla »



current1y

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I get the message

<Server> You are not allowed to execute the command 'fleetcontrol' when I use the command /fleetcontrol in chat. The admin of the dedicated server can enable the mod fine but others in the server cannot.

Any ideas?



w00zla

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I get the message

<Server> You are not allowed to execute the command 'fleetcontrol' when I use the command /fleetcontrol in chat. The admin of the dedicated server can enable the mod fine but others in the server cannot.

Any ideas?

Yes, fact is that on servers only admins can execute any non-standard command by default.
One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!



current1y

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One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!

How would said server admin do that exactly? Sorry we all just picked up the game a few weeks ago.



w00zla

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One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!

How would said server admin do that exactly? Sorry we all just picked up the game a few weeks ago.

In the folder where the server saves the galaxy data
(i.e. "%APPDATA%\Roaming\Avorion\galaxies\<yourgalaxyname>\" for Windows)
is a file called "admin.xml".
Edit this file and add the new "<command name="fleetcontrol"/>"-line to the "<defaultAuthorizationGroup>"-block.

But be aware that multiplayer support for the mod is not 100% done yet, it could cause problems or unwanted behaviour if multiple players have the same ship(s) in their ship-groups!
« Last Edit: July 21, 2018, 12:28:23 PM by w00zla »



Taralujan

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while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.



w00zla

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while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!



Taralujan

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while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

i am the alliance leader and i checked i do have fly ships rights.

currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works.

thanks for the quick response.,



Taralujan

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while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

i am the alliance leader and i checked i do have fly ships rights.

currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works.

thanks for the quick response.,

ok put it back on this morning  and when i jump between sectors i see this similar but different error message,. and again all works accept i have no ships i can assign. thanks for any help. BTW  new ships i create don't appear to take any orders,. old ones seem fine i can change their orders.  so rolling it back out to carry one playing. is there any other info i can provide.


Script "data/scripts/player/fleetcontrol/manager.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
Execution Context (inner to outer):
#0: FleetControlManager.onSectorEntered data/scripts/player/fleetcontrol/manager.lua

could not execute function 'FleetControlManager.onSectorEntered' in '"data/scripts/player/fleetcontrol/manager.lua"':

data/scripts/lib/fleetcontrol/common.lua:404: attempt to index global 'Co' (a nil value)
stack traceback:
    data/scripts/lib/fleetcontrol/common.lua:404: in function 'getPlayerCrafts'
    data/scripts/player/fleetcontrol/manager.lua:277: in function 'updateSectorPlayerShips'
    data/scripts/player/fleetcontrol/manager.lua:174: in function <data/scripts/player/fleetcontrol/manager.lua:171>