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Search found 64 matches
- Sun Jul 25, 2010 12:24 pm
- Forum: Expansion Pack
- Topic: [RELEASE] - Mining OXP
- Replies: 21
- Views: 15916
That's appreciated Kaks, thank you. The 42k dl was the first upload, it was updated yesterday and now measures at <24k. I hadn't considered the directory structure, that's what happens when I spend all my time in a shell I guess. The ship reference is also handy info, I hadn't got round to testing a...
- Sun Jul 25, 2010 5:10 am
- Forum: Expansion Pack
- Topic: Balance between Player and NPC ships.
- Replies: 12
- Views: 2991
- Sat Jul 24, 2010 11:47 pm
- Forum: Expansion Pack
- Topic: Mining OXP
- Replies: 59
- Views: 14890
Okay, I've oopified it and added the option of non-slave mining. Not surprisingly this has cut the code in half, making bug hunting and feature adding much easier. It may be harder to take over claimed mines now, as they have a tendancy to explode. This wont kill anyone but if you're too close it wi...
- Sat Jul 24, 2010 10:18 pm
- Forum: Outworld
- Topic: Hubble find
- Replies: 5
- Views: 2086
- Sat Jul 24, 2010 6:53 am
- Forum: Testing and Bug reports
- Topic: Return of the "shoot yourself" bug in a new guise?
- Replies: 17
- Views: 3080
But having now looked at the script there doesn't seem to be any reason for the timer object being collected while in flight. this.targetTimer is valid from it's instantiation through to leaving the system. It's only a hunch, but if it is the garbage collector being too hasty moving the: this.target...
- Fri Jul 23, 2010 9:52 pm
- Forum: Testing and Bug reports
- Topic: Return of the "shoot yourself" bug in a new guise?
- Replies: 17
- Views: 3080
- Fri Jul 23, 2010 7:21 pm
- Forum: Expansion Pack
- Topic: Mining OXP
- Replies: 59
- Views: 14890
Can I make a small appeal for the possibility to run mines without using slaves? I have moral qualms about using slaves (in fact, I find myself unable to eject any scooped pods with slaves in them, even if there are loads of other, potentially high-value, pods floating around out there). Don't get ...
- Fri Jul 23, 2010 7:24 am
- Forum: Expansion Pack
- Topic: Mining OXP
- Replies: 59
- Views: 14890
Interesting / exciting subject. :) I always planned to claim a rock for myself....but I kept snagging on my asteroids looking like turds. Mind if I try to code a sub-oxp at some point? 'Course not, sounds interesting. Your asteroids, objects as large as a station can often been seen from the witchp...
- Thu Jul 22, 2010 9:30 pm
- Forum: Expansion Pack
- Topic: [RELEASE] - Mining OXP
- Replies: 21
- Views: 15916
[RELEASE] - Mining OXP
http://www.box.net/shared/5i3h37u1ay Mines are placed in the system randomly for every new visit. Mines will persist in their locations when you save but only in the current system, allowing you to continue a search pattern (if that's your kind of thing). The exception to that is the mines which you...
- Thu Jul 22, 2010 9:29 pm
- Forum: Expansion Pack
- Topic: Mining OXP
- Replies: 59
- Views: 14890
- Thu Jul 22, 2010 7:11 pm
- Forum: Expansion Pack
- Topic: Mining OXP
- Replies: 59
- Views: 14890
http://www.box.net/shared/5i3h37u1ay Mines are placed in the system randomly for every new visit. Mines will persist in their locations when you save but only in the current system, allowing you to continue a search pattern (if that's your kind of thing). The exception to that is the mines which you...
- Thu Jul 22, 2010 4:11 pm
- Forum: Expansion Pack
- Topic: mission.runScreen and callback
- Replies: 12
- Views: 2273
Just as an aside, javascript supports the ?: operator too which goes:
so...
Which is handy for when you're nesting simple conditionals.
Code: Select all
boolean condition ? do this if true : do this if false ;
Code: Select all
missionVariables.Boo ? dothis() : dothat() ;
- Wed Jul 21, 2010 10:17 pm
- Forum: Expansion Pack
- Topic: So, with the new mission screen handling ...
- Replies: 23
- Views: 5455
- Tue Jul 20, 2010 2:39 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736830
I tend to think of a beacon as a broadcast on a specific frequency, I can imagine that turning off the main station beacon via script would be a pain but perhaps a separate class of OXP beacons could be script controllable. At the moment it is fairly clunky, having to remove and replace entities on ...