![]() ![]() UID(String), X(Integer), Y(Integer), Z(Integer) Teleports any entity (by uid) to another sector Teleports any player to another sector and leave a copy of the current controlled structure behind Player(String), X(Integer), Y(Integer), Z(Integer) Teleports the current player to another sector and leave a copy of the current controlled structure behind Teleports the current player to another sector add_admin_denied_comand schema destroy_entityīans a starMade account from this server (user must be uplinked)īans a starMade account from this server by playername (user must be uplinked) Spawn AI from catalog with factionID at the point you are looking at. Spawn AI from catalog with factionID in random places around you. Teleports the current player to another sector.ĬatalogName(String), FactionID(Integer), Count(Integer) Stops current ship from acting like an AI. Will make current ship into an AI for a faction. Teleports the currently controlled entity to the players spawnpoint. Jump to an object in the line of sight if possible.ĭisplays the sector of a ship/station by that name. Sets the spawnpoint for this player to the current position. ![]() Loads the object and places it in the nearest available spot. Saves the currently entered/selected object in the catalog. PlayerName(string), Count(Integer), Terrain/Ship/Station(String)Īdds all items from a category for a player. PlayerName(String), ElementName(String), Count(Integer) Pressing Tab ↹ will always list all available commands that start with what you have written, if there is only one option left, the command will auto complete. There is an auto-complete available: just write a slash / and press Tab ↹ to list all available commands. Console CommandsĪll commands are executed by putting a forward slash / in the chat followed by the command. ![]() Please use the ingame "uplink" with to secure your login. In addition, administrators are identified by login names. (You might also wish to change the associated tag which will also be "planet 0")ħ - Once you fix all instances of duplicate planet_0s it should work just fine, as the game can actually tell the difference between the spawned worlds.If a new server is started without or with an empty 'admins.txt' everybody is considered an administrator, so when you set up a new server be sure to add yourself to the administrators. Two spawned planets became planet_2 and planet_3. In my case planet_0 and planet_1 were the pre-existing planets, so my Ctrl+f on "market_system_(SYSTEMID)" in my case allowed me to easily move between the planets.Ħ - You need to go through all of the spawned planets and change their planet id from planet_0 to something unique. If you abandon one of the planets, all other spawned planets in the system will also be affected in some way, as the game can't seem to differentiate.Įdit: Good news, this problem can be fixed through save editing:ġ - Create all your planets using the spawnplanet command.Ģ - Take note of the names of any of the pre-existing planets (not ones you have spawned), or if you there weren't any colonize one of the spawned planets and use the colony name.ģ - Use "save copy" to create a new save file.Ĥ - Go to campaign.xml (I used notepad++) and search ctrl+f the name of a planet in the star system.ĥ - You are looking for something like "market_system_2f24:planet_3". This is fine as long as you don't add more than 1 planet to a system, in that case it seems that both planets are regarded as "planet_0" and the game gets confused. It appears that irrespective of what name you give the planet in the spawnplanet command, the game will always know the planet as "planet_0", you can see this when you fly up to the planet before colonizing it (the name you gave will show up correctly on map views though). I just came to report this same issue for those who use this mod. ![]()
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