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orbit.py has no init attribute (popup problem) *FIXED*

 
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ASDB_J

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Post Posted: 01-31-2007 06:06 AM Post subject: orbit.py has no init attribute (popup problem) *FIXED*

Hi, my game's not freezing, but every time I start BC a window in the program pops up with a warning that says:

"scripts\custom\QBautostart\orbit.py has no init attribute and needs to be modified or deleted"

I only have experience in tweaking scripts, but I think the init attribute is what sets up the buttons and text, perhaps? Anyway, I didn't see any of that in the orbit.py file. If I click on OK it freezes the game, iirc... and deleting the file temporarily was no solution either... I usually just hit escape to get rid of it with no problem, but I'd like to get rid of the pop-up once and for all! Smile

Thanks for checking out the problem...


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JimmyB76

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Post Posted: 01-31-2007 09:49 PM Post subject:

at the bottom of that script, located in the Autostart folder, add this:
Code:
def Init():
   return 0


it's been a while, but that should do the trick...
otherwise try it in the search function, i know this has been brought up before with a resolve... or install KM Smile


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ASDB_J

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Post Posted: 02-01-2007 04:13 AM Post subject:

That seemed to work for the 3 or 4 scripts (including orbit.py) that were giving me issues, but in fact it was also disabling them.... so I couldn't orbit an object, set collision course, etc.

I did a search before asking the question, didn't find anything useful... =/

Thanks though, I set it back the way it was.


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Post Posted: 02-01-2007 04:31 PM Post subject:

there is another option that might work...
i *think* if you open the LoadEngineeringExtension.py in scripts/custom/autoload, look for "self.ShowWarning = 1", and change the 1 to a 0, that should do the trick...


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ASDB_J

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Post Posted: 02-02-2007 04:42 AM Post subject:

BCU Armor

READY TO ROLL..... Grin

I searched within the file for "self.ShowWarning" and changed each of two references from "1" to "0" - no change... so I went back and kept the first one changed to "0" but changed the second bit of "if _ then _" code back to being a "1" - success! Thanks for taking the time to answer, that popup had been bugging me forever!

While I'm here, let me just ask - is it possible or easy to add ships to KM? I've never tried it, but I have some 430 ships installed and categorized in my 6 GB Bridge Commander install, which is backed up in a few places... hehe


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Post Posted: 02-02-2007 03:21 PM Post subject:

if you're planning on playing MP, then don't do add or modify any of the scripts... if it is just a personal install, then feel free to add anything or change anyhting you would like to it... my personal install (in which i have made many minor script tweaks and added many ships) is a KM-based install...


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