Weapon Laws OXZ
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- Cholmondely
- Archivist
- Posts: 5339
- Joined: Tue Jul 07, 2020 11:00 am
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Re: Weapon Laws OXZ
This OXP also conflicts with Laser Arrangement.
Now if Weapon Laws' restrictions are legal, as I adumbrated earlier, one can well see GalCop confiscating the laser I asked the shipyard to move to my aft mount! Thank heavens they didn't fine me!
But if they are not, as argued above regarding magazines & toy shops, well ... then ... it's blatant theft, and GalCop should arrest the shipyard employees! And give me my lasers back! And get those scoundrels to pay me compensation!
Now if Weapon Laws' restrictions are legal, as I adumbrated earlier, one can well see GalCop confiscating the laser I asked the shipyard to move to my aft mount! Thank heavens they didn't fine me!
But if they are not, as argued above regarding magazines & toy shops, well ... then ... it's blatant theft, and GalCop should arrest the shipyard employees! And give me my lasers back! And get those scoundrels to pay me compensation!
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Redspear
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- Posts: 2672
- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: Weapon Laws OXZ
It's been a while so I'll try again.
Weapon Laws *:
- The ownership, installation and maintenance of military hardware is legal throughout the eight galactic charts within the confines of GalCop stations.
- The sale and purchasing of military hardware is restricted within systems according to their form of governmental control. The more potent the militaristic potential of the item, and the more safety focused the government, the less likely the item can be legally bought or sold.
- The fact that GalCop stations exist within government zones of control and yet are simultaneously independant of them leads to a situation of legality concerning the handling of such items rather than of the items themselves.
As for Laser Arrangement oxp, looks like you've been caught out by a legal loophole by the red tape merchants at GalCop...
I'm not sure if a fix would be easy without altering (or bullying) that oxp in some way.
Pretty busy lately but it's on the (ever expanding) list.
Thanks.
- Cholmondely
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- Joined: Tue Jul 07, 2020 11:00 am
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Re: Weapon Laws OXZ
Here are my current tweaks to this OXP which include the VimanaHUD additions (laser, combat module etc) & Sniperlock.
equipment-overrides.plist:
weapon_laws.js
equipment-overrides.plist:
Code: Select all
{
"EQ_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_DEFENCE_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_TORPEDO_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_ECM" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_PULSE_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_DUAL_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_IPULSE_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_BEAM_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_IBEAM_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_BURST_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_MINING_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_BMINING_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_AMINING_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_MILITARY_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_VIMANA_BEAM" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_ASSAULT_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_EMILITARY_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_VOLT_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_STAR_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_HIRAD_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_HARDENED_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_SCANNER_SHOW_MISSILE_TARGET" = {
condition_script = "weapon_laws.js";
};
"EQ_MULTI_TARGET" = {
condition_script = "weapon_laws.js";
};
"EQ_TARGET_MEMORY" = {
condition_script = "weapon_laws.js";
};
"EQ_INTEGRATED_TARGETING_SYSTEM" = {
condition_script = "weapon_laws.js";
};
"EQ_TARGET_FILTERING_SYSTEM" = {
condition_script = "weapon_laws.js";
};
"EQ_VIMANA_TARGET_MODULE" = {
condition_script = "weapon_laws.js";
};
"EQ_SNIPERLOCK" = {
condition_script = "weapon_laws.js";
};
"EQ_QC_MINE" = {
condition_script = "weapon_laws.js";
};
"EQ_SHIELD_BOOSTER" = {
condition_script = "weapon_laws.js";
};
"EQ_NAVAL_SHIELD_BOOSTER" = {
condition_script = "weapon_laws.js";
};
"EQ_ENERGY_BOMB" = {
condition_script = "weapon_laws.js";
};
}
Code: Select all
this.name = "weapon_laws";
this.author = "Redspear";
this.copyright = "2020 Redspear";
this.licence = "CC BY-NC-SA 4.0";
this.description = "Script to restrict sale of military grade equipment at the safer systems.";
this.version = "1.3";
"use strict";
// disallow free sale of military hardware at every station
this.allowAwardEquipment = function(eqKey, ship, context)
{
// democracies
if (eqKey == "EQ_SHIELD_BOOSTER" && context == "purchase" && system.government > 6) {
return false;
}
else {
// confederacies
if ((eqKey == "EQ_WEAPON_PULSE_LASER" || eqKey == "EQ_VIMANA_TARGET_MODULE" || eqKey == "EQ_SNIPERLOCK" || eqKey == "EQ_WEAPON_DUAL_LASER" || eqKey == "EQ_WEAPON_IPULSE_LASER" || eqKey == "EQ_DEFENCE_MISSILE" || eqKey == "EQ_NAVAL_SHIELD_BOOSTER") && context == "purchase" && system.government > 5) {
return false;
}
else {
// communist states
if ((eqKey == "EQ_MISSILE" || eqKey == "EQ_TARGET_FILTERING_SYSTEM" || eqKey == "EQ_MULTI_TARGET" || eqKey == "EQ_TARGET_MEMORY") && context == "purchase" && system.government > 4) {
return false;}
else {
// dictatorships
if ((eqKey == "EQ_WEAPON_BEAM_LASER" || eqKey == "EQ_WEAPON_IBEAM_LASER" || eqKey == "EQ_WEAPON_BURST_LASER" || eqKey == "EQ_TORPEDO_MISSILE" || eqKey == "EQ_SCANNER_SHOW_MISSILE_TARGET") && context == "purchase" && system.government > 3) {
return false;
}
else {
// multi-governments
if ((eqKey == "EQ_WEAPON_MILITARY_LASER" || eqKey == "EQ_WEAPON_VIMANA_BEAM" || eqKey == "EQ_WEAPON_ASSAULT_LASER" || eqKey == "EQ_WEAPON_EMILITARY_LASER" || eqKey == "EQ_INTEGRATED_TARGETING_SYSTEM") && context == "purchase" && system.government > 2) {
return false;
}
else {
// feudal states
if ((eqKey == "EQ_HARDENED_MISSILE" || eqKey == "EQ_QC_MINE") && context == "purchase" && system.government > 1) {
return false;
}
else {
// anarchies
if (eqKey == "EQ_ENERGY_BOMB" && context == "purchase" && system.government > 0) { // Moo Hoo Ha Ha Haaaaa! :-P (requires relevant oxp)
return false;
}
else {
// remainder from oolite-conditions.js
// OXP hook to allow stations to forbid specific equipment
if (context == "purchase" && player.ship.dockedStation && player.ship.dockedStation.scriptInfo["oolite-barred-equipment"])
{
if (player.ship.dockedStation.scriptInfo["oolite-barred-equipment"].indexOf(equipment) != -1)
{
return false;
}
}
// OXP hook to allow ships to forbid specific "available to all" equipment
if (ship.scriptInfo && ship.scriptInfo["oolite-barred-equipment"] && ship.scriptInfo["oolite-barred-equipment"].indexOf(equipment) != -1)
{
return false;
}
// otherwise allowed
return true;
}
}
}
}
}
}
}
}
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cholmondely
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- Contact:
Re: Weapon Laws OXZ
Could I tweak it further to make buying Quirium Cascade bombs only legal on certain planet surfaces & non-Galcop stations in anarchies?
And how would I do that?
And how would I do that?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cholmondely
- Archivist
- Posts: 5339
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Weapon Laws OXZ
I've extended coverage to some of the items which I regularly use.
To whit:
VimanaHUD: Vimana Beam Laser (multi-governments); TFS/Target Filtering System (communists), Target Module (confederacies)
SniperLock: (confederacies)
If you wish to use this, unzip your WeaponLaws.oxz, open up the folder, then open up the Config folder and replace the old equipment-overrides.plist with this one (don't forget to name it if it is a new file!):
The open up the scripts folder and replace the old weapon_laws.js file with this one (ditto for new files as above!)
Then add the extension .oxp to the folder and place your tweaked .oxp in your AddOns folder. That way both you and the Expansions Manager know it's been modified - and it will appear red in the in-game expansions manager's list when you next check it.
To whit:
VimanaHUD: Vimana Beam Laser (multi-governments); TFS/Target Filtering System (communists), Target Module (confederacies)
SniperLock: (confederacies)
If you wish to use this, unzip your WeaponLaws.oxz, open up the folder, then open up the Config folder and replace the old equipment-overrides.plist with this one (don't forget to name it if it is a new file!):
Code: Select all
{
"EQ_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_DEFENCE_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_TORPEDO_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_ECM" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_PULSE_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_DUAL_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_IPULSE_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_BEAM_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_IBEAM_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_BURST_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_MINING_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_BMINING_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_AMINING_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_MILITARY_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_VIMANA_BEAM" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_ASSAULT_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_EMILITARY_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_VOLT_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_STAR_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_WEAPON_HIRAD_LASER" = {
condition_script = "weapon_laws.js";
};
"EQ_HARDENED_MISSILE" = {
condition_script = "weapon_laws.js";
};
"EQ_SCANNER_SHOW_MISSILE_TARGET" = {
condition_script = "weapon_laws.js";
};
"EQ_MULTI_TARGET" = {
condition_script = "weapon_laws.js";
};
"EQ_TARGET_MEMORY" = {
condition_script = "weapon_laws.js";
};
"EQ_INTEGRATED_TARGETING_SYSTEM" = {
condition_script = "weapon_laws.js";
};
"EQ_TARGET_FILTERING_SYSTEM" = {
condition_script = "weapon_laws.js";
};
"EQ_VIMANA_TARGET_MODULE" = {
condition_script = "weapon_laws.js";
};
"EQ_SNIPERLOCK" = {
condition_script = "weapon_laws.js";
};
"EQ_QC_MINE" = {
condition_script = "weapon_laws.js";
};
"EQ_SHIELD_BOOSTER" = {
condition_script = "weapon_laws.js";
};
"EQ_NAVAL_SHIELD_BOOSTER" = {
condition_script = "weapon_laws.js";
};
"EQ_ENERGY_BOMB" = {
condition_script = "weapon_laws.js";
};
}
Code: Select all
this.name = "weapon_laws";
this.author = "Redspear";
this.copyright = "2020 Redspear";
this.licence = "CC BY-NC-SA 4.0";
this.description = "Script to restrict sale of military grade equipment at the safer systems.";
this.version = "1.3";
"use strict";
// disallow free sale of military hardware at every station
this.allowAwardEquipment = function(eqKey, ship, context)
{
// democracies
if (eqKey == "EQ_SHIELD_BOOSTER" && context == "purchase" && system.government > 6) {
return false;
}
else {
// confederacies
if ((eqKey == "EQ_WEAPON_PULSE_LASER" || eqKey == "EQ_VIMANA_TARGET_MODULE" || eqKey == "EQ_SNIPERLOCK" || eqKey == "EQ_WEAPON_DUAL_LASER" || eqKey == "EQ_WEAPON_IPULSE_LASER" || eqKey == "EQ_DEFENCE_MISSILE" || eqKey == "EQ_NAVAL_SHIELD_BOOSTER") && context == "purchase" && system.government > 5) {
return false;
}
else {
// communist states
if ((eqKey == "EQ_MISSILE" || eqKey == "EQ_TARGET_FILTERING_SYSTEM" || eqKey == "EQ_MULTI_TARGET" || eqKey == "EQ_TARGET_MEMORY") && context == "purchase" && system.government > 4) {
return false;}
else {
// dictatorships
if ((eqKey == "EQ_WEAPON_BEAM_LASER" || eqKey == "EQ_WEAPON_IBEAM_LASER" || eqKey == "EQ_WEAPON_BURST_LASER" || eqKey == "EQ_TORPEDO_MISSILE" || eqKey == "EQ_SCANNER_SHOW_MISSILE_TARGET") && context == "purchase" && system.government > 3) {
return false;
}
else {
// multi-governments
if ((eqKey == "EQ_WEAPON_MILITARY_LASER" || eqKey == "EQ_WEAPON_VIMANA_BEAM" || eqKey == "EQ_WEAPON_ASSAULT_LASER" || eqKey == "EQ_WEAPON_EMILITARY_LASER" || eqKey == "EQ_INTEGRATED_TARGETING_SYSTEM") && context == "purchase" && system.government > 2) {
return false;
}
else {
// feudal states
if ((eqKey == "EQ_HARDENED_MISSILE" || eqKey == "EQ_QC_MINE") && context == "purchase" && system.government > 1) {
return false;
}
else {
// anarchies
if (eqKey == "EQ_ENERGY_BOMB" && context == "purchase" && system.government > 0) { // Moo Hoo Ha Ha Haaaaa! :-P (requires relevant oxp)
return false;
}
else {
// remainder from oolite-conditions.js
// OXP hook to allow stations to forbid specific equipment
if (context == "purchase" && player.ship.dockedStation && player.ship.dockedStation.scriptInfo["oolite-barred-equipment"])
{
if (player.ship.dockedStation.scriptInfo["oolite-barred-equipment"].indexOf(equipment) != -1)
{
return false;
}
}
// OXP hook to allow ships to forbid specific "available to all" equipment
if (ship.scriptInfo && ship.scriptInfo["oolite-barred-equipment"] && ship.scriptInfo["oolite-barred-equipment"].indexOf(equipment) != -1)
{
return false;
}
// otherwise allowed
return true;
}
}
}
}
}
}
}
}
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cholmondely
- Archivist
- Posts: 5339
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Weapon Laws OXZ
Query re Station Options & Weapon Laws is here.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Redspear
- ---- E L I T E ----
- Posts: 2672
- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: Weapon Laws OXZ
Just uploaded v 1.5
No chance to test at present but just a minor change, so fingers crossed I haven't botched the syntax.
Change is significant however and should now only affect items for sale (as was supposed to be the case anyway...)
Should cause fewer oxp conflicts now.
Thanks to Cholmondely for the consistent feedback/encouragement/badgering.
No chance to test at present but just a minor change, so fingers crossed I haven't botched the syntax.
Change is significant however and should now only affect items for sale (as was supposed to be the case anyway...)
Should cause fewer oxp conflicts now.
Thanks to Cholmondely for the consistent feedback/encouragement/badgering.
- Redspear
- ---- E L I T E ----
- Posts: 2672
- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: Weapon Laws OXZ
Yes.Cholmondely wrote: ↑Mon May 31, 2021 10:24 amCould I tweak it further to make buying Quirium Cascade bombs only legal on certain planet surfaces & non-Galcop stations in anarchies?
Er...
I think you'd need to set a ship (station in this case) context for mines in particular if (shipKey = ... && eqKey == "EQ_QC_MINE"
- Cholmondely
- Archivist
- Posts: 5339
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Weapon Laws OXZ
At first shot, works just fine. Will add in my Vimana no-no's and see what happens!Redspear wrote: ↑Wed Dec 22, 2021 7:55 pmJust uploaded v 1.5
No chance to test at present but just a minor change, so fingers crossed I haven't botched the syntax.
Change is significant however and should now only affect items for sale (as was supposed to be the case anyway...)
Should cause fewer oxp conflicts now.
Thanks to Cholmondely for the consistent feedback/encouragement/badgering.
Thank you, Redspear! Shame about the triplicates....
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- montana05
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- Location: lurking in The Devils Triangle (G1)
Re: Weapon Laws OXZ
Have a look at Military Missile G2, you can use the code from there.
Scars remind us where we've been. They don't have to dictate where we're going.
- Cholmondely
- Archivist
- Posts: 5339
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Weapon Laws OXZ
Thanks!
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Weapon Laws OXZ
There is a bug in the DM version of Weapon Laws (version 1.5).
In the "weapon_laws.js" file, the function is defined as
That is invalid. It should be:
In the "weapon_laws.js" file, the function is defined as
Code: Select all
this.allowAwardEquipment = function(context = purchase)
Code: Select all
this.allowAwardEquipment = function (eqKey, ship, context)
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Weapon Laws OXZ
BTW, while it won't work in v1.90 at the moment due to the need for a code change in v1.91, you can just add this line to the top of the allowAwardEquipment and then you can drop any further need to examine "context" throughout the rest of the routine.
If you're running Oolite 1.91, this should make it compatible with Laser Arrangement and LMSS.
Code: Select all
if (context == "scripted") return true;
- Redspear
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- Location: On the moon Thought, orbiting the planet Ignorance.
Re: Weapon Laws OXZ
Thanks phkb, I'll just have to decalre it in every instance then.
Yeah... conflict betwwen making it work with other oxps and making it work with the current stable release.
Maybe when I've had a play with it I'll better understand how it works.
- Redspear
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- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: Weapon Laws OXZ
Should be fixed.dybal wrote: ↑Wed Dec 16, 2020 12:19 pmBeware that a ship that has "restricted" weapons installed in any mount will not be restored correctly by Ship Storage Helper (due to this). That affects the ship's insurance (getting the ship back with all installed equipments - for a fee - after using the escape pod), and Hyperspace Hangar.
Likewise.
Fixed.phkb wrote: ↑Fri May 27, 2022 12:57 amThere is a bug in the DM version of Weapon Laws (version 1.5).
In the "weapon_laws.js" file, the function is defined asThat is invalid. It should be:Code: Select all
this.allowAwardEquipment = function(context = purchase)
Code: Select all
this.allowAwardEquipment = function (eqKey, ship, context)
Thanks to all of the above.
Also fixed an issue with the download manager (hopefully) which was only providing v1.3 (then 2 updates behind - now 3).
- v1.6 is now available which, in addition to the above, makes a few tweaks to weapon availability.
- Easier to find hardened missiles for sale (just one system in galaxy 1 was a bit harsh for an expendable item)
- Slightly less restriction re beam lasers and targeting scanners