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Search found 230 matches
- Tue Apr 12, 2016 10:05 am
- Forum: Expansion Pack
- Topic: [Beta] Vacuum Pump OXP
- Replies: 52
- Views: 31760
Re: [Beta] Vacuum Pump OXP
I finally got a debug console up and running and poked around a bit, and it seems that VacuumPump is based on a prior arrangement of the manifest data structure. I noticed that the gems "inHold" count was missing which was probably causing an internal exception or other error when run whic...
- Tue Apr 12, 2016 9:48 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26023
Re: Hints and tips for using the debug console
OK I've browsed that source file and I do not know enough yet to understand how I take that Obj-C code and infer what the correct JS code is to modify the player manifest. Shouldn't that info be in the OOlite JS reference? I haven't found it yet...
- Tue Apr 12, 2016 8:55 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26023
Re: Hints and tips for using the debug console
Some properties are read-only, some not. Regarding manifest, if you just type PS.manifest in the console, it responds with [object Manifest] . This objects has certain properties and methods that you can access and how you access them depends on the property types and readonly/readwrite status of t...
- Tue Apr 12, 2016 8:13 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26023
Re: Hints and tips for using the debug console
Also, is it possible to change a particular script while running? Just like > worldScripts["myOXP"].myFunc = function() { /* new version */ } ?? that would make iterating on testing changes very efficient so that you wouldn't have to continually launch, set up the test environment repeated...
- Tue Apr 12, 2016 8:07 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26023
Re: Hints and tips for using the debug console
Thanks. I didn't want to accidentally pollute my player file, or have to remember to juggle any files like you mention. p.s. I'm having trouble changing anything by assigning to properties. Are properties read only? How do you do things like change a cargo container's contents, or adjust the player'...
- Tue Apr 12, 2016 6:58 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26023
Re: Hints and tips for using the debug console
I found PS.target["commodity"] and PS.target["commodityAmount"] but setting them with "=" didn't change the object. Is there a way to change an existing object? I found a workaround that helps, but still isn't ideal, it's just to repeatedly use: :tnearest cargopod PS.ta...
- Tue Apr 12, 2016 6:29 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26023
Re: Hints and tips for using the debug console
Is there a way to spawn a cargo pod with specified contents? Or to modify the contents of an existing container? I'm trying to explore/tweak the VacuumPump OXP and I need to create only gold/gems/platinum cargo containers, spawning random ones and hunting around for the right type is inefficient.
- Tue Apr 12, 2016 6:26 am
- Forum: Expansion Pack
- Topic: Hints and tips for using the debug console
- Replies: 42
- Views: 26023
Re: Hints and tips for using the debug console
It's surprisingly difficult to find precisely the right knowledge to get a debug console setup working for a complete newbie (new to oolite development, not to software development). I spent over an hour googling and reading bulletin boards and wikis, everything I could find assumed some already exi...
- Mon Apr 11, 2016 6:02 pm
- Forum: Expansion Pack
- Topic: [Beta] Vacuum Pump OXP
- Replies: 52
- Views: 31760
Re: [Beta] Vacuum Pump OXP
Hmm, actually, I don't ever get any result other than "unable to recover any cargo space" in any mode.Bogatyr wrote:I was hoping this OXP vacuumed the goods out of the containers entirely and into the safe. But it's still useful for mopping up precious metals and gems even in a 5TC Adder.
- Mon Apr 11, 2016 4:47 pm
- Forum: Expansion Pack
- Topic: [Beta] Vacuum Pump OXP
- Replies: 52
- Views: 31760
Re: [Beta] Vacuum Pump OXP
I was hoping this OXP vacuumed the goods out of the containers entirely and into the safe. But it's still useful for mopping up precious metals and gems even in a 5TC Adder.
- Mon Apr 11, 2016 2:49 pm
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50624
Re: Adder start: No kidding it's hard!
My "start again from scratch" ship "IronAdder" piloted by "Lucky Luke" has made a solid beginning. He's reached Average standing, 5K creds in the bank on 16K profits (oh those repairs!), and not died once from missiles, lasers, collisions, stupidity, bugs, etc. No OXP c...
- Mon Apr 11, 2016 3:40 am
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50624
Re: Adder start: No kidding it's hard!
Other than myself, only the police is flying the military version. Yes, but the Aquatics OXP creates Shark and Barracuda pirates and assassins. These are even much more zippy-zappy you keep missing me injecting away and I'm out of range than the usual Ferdie and Asp II assassins. You can sometimes ...
- Mon Apr 11, 2016 3:30 am
- Forum: Discussion
- Topic: Insane attack levels
- Replies: 53
- Views: 35318
Re: Insane attack levels
I was ambushed at the Ensoreus witchpoint by a huge flock of pirates at a junkyard Python start yesterday. Ararus is nearby, it's a dodgy neighborhood. In my (so far successful) ironman Broke Adder start I had a vs. 2 dogfight that went on forever against a Fer de Lance that seemed like it had milit...
- Sun Apr 10, 2016 5:27 pm
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50624
Re: Adder start: No kidding it's hard!
Combat MFD displays the current target's weapon type if you have been hit once by it at least. A beam laser sure can appear like a military one, if flown by a precise pilot, hitting you mercilessly with every shot (A human would always miss some shots, NPCs don't.). Military Manta Ray most of the t...
- Sun Apr 10, 2016 4:43 pm
- Forum: Discussion
- Topic: Adder start: No kidding it's hard!
- Replies: 102
- Views: 50624
Re: Adder start: No kidding it's hard!
Well, I basically never get damaged, because getting damaged could mean injectors damaged, which is almost synonym for dead. If shields are almost down, and I cannot regenerate them by continuously dodging heavily, I have to flee while I still can. A Q-bomb is also a good option in that situation, ...