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  Discovery Gaming Community Discovery General News and Announcements
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Developer Notice: Autobuy Function Fixed

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Developer Notice: Autobuy Function Fixed
Offline aerelm
07-13-2014, 05:54 PM,
#1
0110000101100101
Posts: 5,265
Threads: 522
Joined: Oct 2009

The /autobuy command had to be disabled after the initial 4.87 release due to a conflict with Adoxa's ammo limit plugin and a few other technical difficulties it was causing. Thanks to Alley, the command is now adjusted, and with those issues fixed it is now re-enabled and can be used on the server again.

For those of you not old enough to have used this command in the past before it was disabled, here's a quick guide:
Quote:
/autobuy <param> [on|off]

Let's you specify which Items should be purchased automatically after you land.

Options for <param>:
  • info - displays current autobuy settings
  • missiles - enable/disable autobuy for missiles
  • torps - enable/disable autobuy for torpedoes
  • mines - enable/disable autobuy for mines
  • cd - enable/disable autobuy for cruise disruptors
  • cm - enable/disable autobuy for countermeasures
  • munitions - enable/disable autobuy for munitions
  • reload - enable/disable autobuy for nanobots/batteries
  • all - enable/disable autobuy for everything

Example: /autobuy all on (sets autobuy on for all items)

Use this thread to thank her and/or report any issues you may encounter when using /autobuy.
Reply  
Offline Stoner_Steve
07-13-2014, 05:57 PM,
#2
Master of Arms
Posts: 2,549
Threads: 339
Joined: Jan 2014

YAY!!!!!!!!!!

[Image: O2vt8So.png]
SLRC Faction Document | SLRC Recruitment | SLRC Feedback | SLRC Message Dump
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Offline Praetor
07-13-2014, 06:01 PM,
#3
Banned
Posts: 374
Threads: 28
Joined: May 2013

Thank you so much Alley,it only took 1 day!

User was banned for: Compromised account
Time left: (Permanent)
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Offline Lythrilux
07-13-2014, 06:02 PM,
#4
Edgy Worlds
Posts: 10,356
Threads: 737
Joined: Jan 2013

Oh Alley <3

[Image: Lythrilux.gif]
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Offline Ponge
07-13-2014, 06:03 PM,
#5
Member
Posts: 1,266
Threads: 103
Joined: Feb 2013

Nice, thanks for the hard work forAlley on both (ammo limit, autobuy) issues.

[Image: 2whqqh0.png]
Reply  
Offline Sath
07-13-2014, 06:07 PM,
#6
Member
Posts: 1,575
Threads: 62
Joined: Dec 2013

Thanks, will check this soon :d
  Reply  
Offline Lord.MacRae
07-13-2014, 06:07 PM,
#7
Member
Posts: 235
Threads: 20
Joined: Feb 2014

Thank you very very much!!!

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Reply  
Offline Luke.
07-13-2014, 06:12 PM,
#8
Server Administrator
Posts: 1,654
Threads: 80
Joined: Mar 2013

Ta )))

[Image: 4a0e7968-2678-4a66-9449-352a2bb8d72f.png...fit=bounds]
Reply  
Offline Alley
07-13-2014, 06:35 PM, (This post was last modified: 07-13-2014, 06:37 PM by Alley.)
#9
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

I've just sent Aerelm the fix for Hellfire (again, I thought this would take much longer than that). As Hellfire is a Gun and not a Launcher in the game files it wasn't in the scope of autobuy, in fact it looks like the original designer of Autobuy didn't think anyone would do this.

The support for ammo-based guns is implemented now, in order to autobuy hellfire ammo you will have to do either :

/autobuy all on
OR
/autobuy munitions on

Have fun, now just wait untill Aerelm let you know the fix for hellfire is live Wink

Laz Wrote: Alley was right.
Reply  
Offline aerelm
07-13-2014, 07:15 PM,
#10
0110000101100101
Posts: 5,265
Threads: 522
Joined: Oct 2009

(07-13-2014, 06:35 PM)Alley Wrote: now just wait untill Aerelm let you know the fix for hellfire is live

It is.
Reply  
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