ReplaceWeapon with replacementResetShields command?

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posted on May 11th, 2009, 9:00 am
Hey there again FO Team,
In my use of the replaceWeapon classLabel, I've noticed that the vessel's shields are not reset to max when replaced.
My plan was to have a ship that didn't recharge shield-strength normally, instead requiring X amount of Dilithium to recharge it. When I tried to use the replaceWeapon to achieve this, the shields simply remained the same, despite my dilithium being lost! :pinch:

Any chance of a replacementResetShields command?? :innocent:

PS: I hope I'm not bugging you guys with all these posts... If I am, tell me, and I'll try to contain myself, lol. :P
posted on May 11th, 2009, 9:12 am
sure, it's not intended for a vessel to gain full shields after using the replace weapon. there are currently also no plans for a reset command. it is still possible (with a workaround) to gain full shields with a replaceweapon. you have to replace to an vessel that has zero shields and then autoreplace this one with the target vessel that then should have maximum shields again.
posted on May 11th, 2009, 9:43 am
Cool, I'll give this a go. :)

Thanks heaps DC :D
posted on May 14th, 2009, 6:16 am
Sorry for the double post, but I've run into a slight problem with this method. Essentially, if I trigger the replaceweapon while my ship is firing, the game simply crashes.
I've tried having the 'dummy' ship have no weapons bar the auto-replace, and I've tried setting replacementMaintainOrders to 0, so my belief is that it's not a problem that occurs after the replacement, but rather before it. In any case, my ship doesn't have to be actually firing its weapons at the instant the replaceweapon is triggered, but rather needs only be in attack-mode for the crash to occur.

Is this a known bug?
posted on May 14th, 2009, 7:35 am
it shouldn't as vessels are often replaced during combat. double check your odfs and if you still haven't found the issue, you can send me a crash report with a special notice.
posted on May 14th, 2009, 7:56 am
how does auto replace work i'd like to use that feature for my mod
posted on May 14th, 2009, 8:08 am
replacementInstantPlayer = 1
and/or
replacementInstantAI = 1
posted on May 14th, 2009, 9:00 am
Ok, I sent a crash report. Let me know if you don't get it and I'll post it here.
Like I said in the report details, I believe the KlingonCommandoTeam label is the cause of the issue, but I'm hoping the report will help you guys determine if this is the case. :thumbsup:

S'pose I better edit my other post to warn others of this potential issue in case they plan on faking sod-weapons with the KCT.
posted on May 14th, 2009, 10:56 am
hm, haven't received anything from you yet
posted on May 15th, 2009, 5:47 am
Ok then, I've uploaded it here.

Take a look at tell me what you think. :thumbsup:
posted on May 17th, 2009, 7:33 am
If you don't mind me asking, have you had any luck in tracing this problem??
posted on May 18th, 2009, 9:04 pm
sorry, for my late reply, but i haven't forgotten you yet. ;) i had to invest my free time to solve a major bug in the upcoming patch, so i guess i can take a look into your crash tommorow.
posted on May 18th, 2009, 9:07 pm
New patch :) - When ??
posted on May 18th, 2009, 10:19 pm
when? when it's done of course  :thumbsup:
posted on May 19th, 2009, 7:26 am
so, now i have taken a look into the crash and i am not sure why this issue occours...it *could* be a bug or a conjunction of circumstances. we actually do have a ship that uses klingoncommandoteam and uses the replaceweapon, which is the romulan tavara. maybe you could take a look at her and compare where are the differences to your vessel
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