Search found 84 matches

by Massively Locked
Thu Dec 29, 2022 9:01 am
Forum: Expansion Pack
Topic: [WIP] Life in the Frontier OXP
Replies: 211
Views: 164189

Re: [WIP] Life in the Frontier OXP

How many "events" are we now up to? And presuming that BB's list of 100 is based on his knowledge of game programming, do you reckon adding in another 20 for each of the 8 government types is sufficient? 31 assuming that I'm counting right. Aiming for 50 would be good. 100 would be even b...
by Massively Locked
Mon Dec 26, 2022 2:45 am
Forum: Expansion Pack
Topic: OXPs - Strategic thinking!
Replies: 95
Views: 29335

Re: OXPs - Strategic thinking!

Switeck wrote: Fri Oct 14, 2022 5:04 pm
There's also the problem when more than about 5 ships dog-pile a single wormhole they come out on top of each other on the other side, sometimes comically...sometimes explosively.
Just spitballin' here: would using a timer to separate the arrivals help to avoid the incomging dog-pile?
by Massively Locked
Tue Dec 20, 2022 7:33 pm
Forum: Expansion Pack
Topic: [WIP] Life in the Frontier OXP
Replies: 211
Views: 164189

Re: [WIP] Life in the Frontier OXP

Table of Contents … Thanks for pulling this together. Saves me from having to sift thru page after page to find a piece of info. Ship Names Horses for courses perhaps but "your ship" seems likely to be the safe bet if I were to have only one available. All good ideas, and I'm going to go ...
by Massively Locked
Sun Dec 18, 2022 9:49 pm
Forum: Expansion Pack
Topic: [WIP] Life in the Frontier OXP
Replies: 211
Views: 164189

Re: [WIP] Life in the Frontier OXP

1) Should we change "Fit Center" to Fitness Center, or leave it as a futuristic jargon? Done- I think that "fitness center" is better. 2) I'm not sure that the government offices should be called "embassies". The planetary governments pay something towards the orbital ...
by Massively Locked
Sun Dec 11, 2022 9:03 pm
Forum: Expansion Pack
Topic: Jane's Galactic Shipset (6th ed. 3225 pub.) OXP
Replies: 45
Views: 27053

Re: Jane's Galactic Shipset (6th ed. 3225 pub.) OXP

Can you see the problem when I was changing the first number? :oops: :roll: :lol: There's such a fine line between stupid and... clever :) Happens to all of us. A few days ago, I spent practically the entire day chasing down a bug. It came down to the following (not the actual code but you get the ...
by Massively Locked
Sun Dec 11, 2022 5:45 pm
Forum: Expansion Pack
Topic: Jane's Galactic Shipset (6th ed. 3225 pub.) OXP
Replies: 45
Views: 27053

Re: Jane's Galactic Shipset (6th ed. 3225 pub.) OXP

I wanted to rescale things because my system star was in danger of being crushed by a dwarf planet. Always dial your speed up to 11 ... when you're trading in a hell hole ... :D :lol: :lol: Don't know if this'll help, but here's the shipdata-overrides.plist I used to test: { oolite_template_corioli...
by Massively Locked
Sun Dec 11, 2022 7:52 am
Forum: Expansion Pack
Topic: Jane's Galactic Shipset (6th ed. 3225 pub.) OXP
Replies: 45
Views: 27053

Re: Jane's Galactic Shipset (6th ed. 3225 pub.) OXP

Issues with v1.0 slowing station_roll should help with both cosmetics and docking but changing it doen't seem to make any difference It's nearly ready but does anyone know how to get station_roll to work please? I just did a quick test adjusting a station's roll via script & plist. It seemed to...
by Massively Locked
Tue Dec 06, 2022 8:25 pm
Forum: Discussion
Topic: Screenshots
Replies: 6851
Views: 2046850

Re: Screenshots

Nice!

This brings up a question: has anyone made/is making a GalCop Santa Tracker which tracks Santa making his rounds throughout The Eight in real time? If not, why not?
by Massively Locked
Tue Dec 06, 2022 7:58 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 735410

Re: Scripters cove

Alnivel wrote: Tue Dec 06, 2022 1:59 pm
It seems like it can only be fully relied upon for managed OXPs…
Do you mean that it doesn't work for OXPs in the AddOns dir? I have my Station Bulletins OXP in AddOns, and it's picked up. I also have another OXP in there which is deliberately disabled and doesn't show up.
by Massively Locked
Tue Dec 06, 2022 7:55 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 735410

Re: Scripters cove

Definitely worthwhile! - if you have the time. I for one would appreciate it greatly, because I've frequently run across methods from my 'standard javascript manual' that don't work at all in 'Oolite JS'. Cool- I'll comb thru my notes to see if I logged any others. You obviously have felt the same ...
by Massively Locked
Tue Dec 06, 2022 7:52 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 735410

Re: Scripters cove

I keep a lot of older versions of OXPs and OXZs. To keep track of them, I often rename the original files from "Whatever.oxz" to "Whatever v1.2.oxz" (in the case of version 1.2). Would your logic still work with the renamed files? Sure- as long as the oxz has a valid filename an...
by Massively Locked
Mon Dec 05, 2022 7:36 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 735410

Re: Scripters cove

I've been thinking about adding a wiki page regarding things in "regular" Javascript that are NOT available in Oolite Javascript. I've run across a handful. They're mainly string methods: includes, startsWith, endsWith, replaceAll. Also some techniques for deep copying don't seem to be imp...
by Massively Locked
Mon Dec 05, 2022 7:32 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 735410

Re: Scripters cove

3. How to find out if a certain OXP is installed if it doesn't have any worldscript? More specifically, I'm want to check retexture OXPs, addition versions. The only way I see is to use Ship.shipDataForKey, but maybe I'm missing something obvious? This is a bit clunky, but it seems to do the job. I...
by Massively Locked
Fri Dec 02, 2022 3:35 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 735410

Re: Scripters cove

Reval wrote: Fri Dec 02, 2022 6:31 am
ooh useful! - I believe I'll add that facility to ET. Seeing .length there, one assumes it's an array? So listing out shipsNear in a loop will presumably display all vessels and stations(?) within scanner range?
Yep to both
by Massively Locked
Fri Dec 02, 2022 2:08 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 735410

Re: Scripters cove

Redspear wrote: Thu Dec 01, 2022 10:37 pm
Are there any lollipops on the player scanner right now?
If the answer is no then please do the following...


So I'm looking for a very simple true/false test rather than details.
Give this a shot:

Code: Select all

var shpsNear = player.ship.checkScanner ()
if (shpsNear.length === 0) {…}