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PostPosted: Mon May 19, 2014 6:01 pm 
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Cadet 2nd Year
Cadet 2nd Year

Joined: Fri Jan 03, 2014 10:33 pm
Posts: 30
Location: Eisenach, Germany
Besides I've found a new bug: If the mutator of NanoFX is enabled, the Mvam menu is disabled.

Is this a known bug or if the only with my modified version of KM?


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PostPosted: Tue May 20, 2014 5:07 am 
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Chief Engineer
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Joined: Fri May 06, 2005 10:41 am
Posts: 2449
Location: Hamburg, Germany
Seems to be on your side. MVAM works for me with all Mutators enabled.

Do you have anything in the console?

*Moved to support*

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PostPosted: Tue May 20, 2014 8:46 am 
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Cadet 2nd Year
Cadet 2nd Year

Joined: Fri Jan 03, 2014 10:33 pm
Posts: 30
Location: Eisenach, Germany
I was afraid you'd say something like that. Nothing in the console about that.

I have changed the folder structure and removed the Mvam from the Sneaker respectively Autoload to an own folder. Since my KM is unique now, no one can help me. ;)

What bothers me a little that sneaker has rewritten the entire XO menu for his Mvam- and the CoreEject-Mods. A simple CreateButton would have done it.

The Core Eject Mod I have already modified so that it is loaded via QBautostart. I also moved the button to the engineer menu. This could be one of the reasons why it no longer works for me. I think I'll embed the Mvam mod just about QBautostart in the Bridge menu.


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PostPosted: Tue May 20, 2014 3:25 pm 
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Cadet 2nd Year
Cadet 2nd Year

Joined: Fri Jan 03, 2014 10:33 pm
Posts: 30
Location: Eisenach, Germany
I have located the problem.

The player.GetScript () function returns ships.MvamGalaxy when NanoFx 2.0 Beta is not enabled. If NanoFX is turned on, this function returns the value Custom.Addon.ships.MvamGalaxy. In Mvam is a static comparison like 'value = "ships." + Script Name'. This will fail, of course, if the script is not in the folder ships. The Mvam-Mod is therefore not compatible with the Foundation Folder Manager. :-(

Edit - Solution:
I have redesigned the comparison. There are compared only the pure script names without path.

Code:
   strPlayerScript1 = string.split(strPlayerScript, ".")[-1]


Old:
Code:
            if (("ships." + snkMvamModule.ReturnMvamShips()[a]) == strPlayerScript):
               #reenable the mvam menu
               pMvamMenu.SetEnabled()


New:
Code:
            if ((snkMvamModule.ReturnMvamShips()[a]) == strPlayerScript1):
               pMvamMenu.SetEnabled()


A crash should not occur thereby. Since this comparison is obviously only becomes active when there is a player ship. Thus, it is impossible that the Mvam tries to load a non-existent ship script. To really make it safe, however, I replaced in loadspacehelper and MissionLib the static path-entries by the FolderManager from the Foundation plugin. Works fine. A nice side effect is that the add-on space ships can be loaded into the missions now.


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