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abbrev = 'Accuser'iconName = 'Accuser'longName = 'DN Accuser'shipFile = 'Accuser'
in regards to the AddShips and the new Random Battles mod from cnotsch, when the ships are added into the game (either by selection from AddShips or randomly) they will appear in your targets list with the ships listed as the filename in scripts/ships... (altho i havent used the AddShips function in a long time, i am 99% sure it does this)for example, if i have a Dominion Battlecruiser whose longName is as such, the ship's script however is listed as DomBC... so when that ship is added ingame it is listed as "DomBC" instead of the ship's longName...is there something i can add into those two scripts that would have the ship's longName be listed instead of the ship's script name? (unless it is listed above already and im just blind as a bat lol)
find in addshipguiCode: [Select]def addshiphelper(pObject, pEvent): debug(__name__ + ", addshiphelper") global ships_list, groupFriendly, groupEnemy, groupNeutral for i in groupFriendly.keys(): ship = ships_list[groupFriendly[i]][0] #print("add friendly: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.friendly(ship, Name = sShipName) else: addship.friendly(ship) for i in groupEnemy.keys(): ship = ships_list[groupEnemy[i]][0] #print("add enemy: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.enemy(ship, Name = sShipName) else: addship.enemy(ship) for i in groupNeutral.keys(): ship = ships_list[groupNeutral[i]][0] #print("add neutral: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.neutral(ship, Name = sShipName) else: addship.neutral(ship) groupFriendly = {} groupEnemy = {} groupNeutral = {} RebuildEnemyMenu() RebuildFriendlyMenu() RebuildNeutralMenu() AddShips(pObject, pEvent)replace withCode: [Select]def addshiphelper(pObject, pEvent): # debug(__name__ + ", addshiphelper") global ships_list, groupFriendly, groupEnemy, groupNeutral for i in groupFriendly.keys(): sName = ships_list[groupFriendly[i]][1] ship = ships_list[groupFriendly[i]][0] #print("add friendly: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.friendly(ship, Name = sShipName) else: addship.friendly(ship, sName) for i in groupEnemy.keys(): sName = ships_list[groupEnemy[i]][1] ship = ships_list[groupEnemy[i]][0] #print("add enemy: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.enemy(ship, Name = sShipName) else: addship.enemy(ship, sName) for i in groupNeutral.keys(): sName = ships_list[groupNeutral[i]][1] ship = ships_list[groupNeutral[i]][0] #print("add neutral: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.neutral(ship, Name = sShipName) else: addship.neutral(ship, sName) groupFriendly = {} groupEnemy = {} groupNeutral = {} RebuildEnemyMenu() RebuildFriendlyMenu() RebuildNeutralMenu() AddShips(pObject, pEvent)
def addshiphelper(pObject, pEvent): debug(__name__ + ", addshiphelper") global ships_list, groupFriendly, groupEnemy, groupNeutral for i in groupFriendly.keys(): ship = ships_list[groupFriendly[i]][0] #print("add friendly: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.friendly(ship, Name = sShipName) else: addship.friendly(ship) for i in groupEnemy.keys(): ship = ships_list[groupEnemy[i]][0] #print("add enemy: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.enemy(ship, Name = sShipName) else: addship.enemy(ship) for i in groupNeutral.keys(): ship = ships_list[groupNeutral[i]][0] #print("add neutral: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.neutral(ship, Name = sShipName) else: addship.neutral(ship) groupFriendly = {} groupEnemy = {} groupNeutral = {} RebuildEnemyMenu() RebuildFriendlyMenu() RebuildNeutralMenu() AddShips(pObject, pEvent)
def addshiphelper(pObject, pEvent): # debug(__name__ + ", addshiphelper") global ships_list, groupFriendly, groupEnemy, groupNeutral for i in groupFriendly.keys(): sName = ships_list[groupFriendly[i]][1] ship = ships_list[groupFriendly[i]][0] #print("add friendly: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.friendly(ship, Name = sShipName) else: addship.friendly(ship, sName) for i in groupEnemy.keys(): sName = ships_list[groupEnemy[i]][1] ship = ships_list[groupEnemy[i]][0] #print("add enemy: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.enemy(ship, Name = sShipName) else: addship.enemy(ship, sName) for i in groupNeutral.keys(): sName = ships_list[groupNeutral[i]][1] ship = ships_list[groupNeutral[i]][0] #print("add neutral: %s") % (ship) if useNames: sShipName = GetRandomNameFor(ship) addship.neutral(ship, Name = sShipName) else: addship.neutral(ship, sName) groupFriendly = {} groupEnemy = {} groupNeutral = {} RebuildEnemyMenu() RebuildFriendlyMenu() RebuildNeutralMenu() AddShips(pObject, pEvent)