Search found 389 matches

by pmw57
Wed Oct 14, 2009 9:50 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Re: ..

Lestradae wrote:
Do you all three concur, can this work like that, criticism, discussion, etc.?
<farmyard noises>

I'll take that for a yes.
by pmw57
Wed Oct 14, 2009 9:11 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Worldscript timers don't need to be removed as the (world)script that they refer to will exist after a player jumps (as it's essentially the player ship, which will tend to go with him or her ;) ). Something else I will bring up as and when they are spotted, is where timers are started only on exit...
by pmw57
Wed Oct 14, 2009 7:59 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Ship scripts need timers stopped when the ship they refer to cease to exist (either due to the player leaving the system or the ship being removed/killed). If you don't then the timer ends up trying to call script functions that no longer exist, and you're on a short journey to your desktop. This i...
by pmw57
Wed Oct 14, 2009 7:15 pm
Forum: Suggestion Box
Topic: Wiki Galaxy Guide
Replies: 109
Views: 35736

Worked for me last night on Firefox. I cannot immediately confirm the Firefox issue, but for Chrome I have this information: http://pivotallabs.com/users/chad/blog/articles/596-notes-on-google-chrome-compatiblity Hash keys sort differently We had a testHash.keys() being compared to a hardcoded arra...
by pmw57
Wed Oct 14, 2009 7:06 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

All clear now? Very clear thanks. So what is needed as far as the timers go, is to conceptually divide the scripts into world scripts and ships scripts. World scripts don't need their timers to be cleaned up, but they can be done so using playerWillEnterWitchspace Ship scripts must have their timer...
by pmw57
Wed Oct 14, 2009 1:03 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Re: ...

then the player leaves a system by going into witchspace (how else should he leave the system????). That's what I thought, but just in case the difference in phrasing may have inferred a difference in behaviour, the clarification was sought. But the first one, as I explicitely wrote, is used in the...
by pmw57
Wed Oct 14, 2009 12:28 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Re: ...

shipWillEnterWitchspace is a world script event, which fires when the player enters witchspace. playerWillEnterWitchspace is a ship script event, sent to all NPCs when the player leaves the system. (Which is why it is listed in the NPC only -section of the world script event handlers-page .) You ma...
by pmw57
Wed Oct 14, 2009 12:21 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Re: ..

When they are ready I'll put a big invitation to all oxp-makers who's cripts might be in OSE if they want to have a look at their (Screet- + pmw57-) reworked java scripts, if they find some use with them? To assist, I will also summarise significant issues that come to attention with these scripts,...
by pmw57
Wed Oct 14, 2009 11:42 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Re: ..

@pmw57: Perhaps you could post your two day's work here for download? Then everything can be compared and your work need not be lost! 12 hours ago I was moving forward from Screets work. What I will do tomorrow is to compare Lestradae's recently uploaded code with Screets. Any differences between t...
by pmw57
Wed Oct 14, 2009 11:31 am
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1048
Views: 413022

If I understand things properly, the script should better be written as this: this.shipDied = function(whom) { if(whom && whom.primaryRole == "player") { player.bounty += (Math.ceil(Math.random()*25)); } } Screet Let's take this one line at a time. Line 1: Only one space each side...
by pmw57
Wed Oct 14, 2009 7:57 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Re: ...

OK, let's use the following-to-download Scripts folder as the new template on which to work on?!: 2 days wasted. !@%$#%@۞ i would not trash what you did...simply try to use a program for highlighting the changes between these versions and look what you should add to your current WIP? Would that it ...
by pmw57
Wed Oct 14, 2009 7:05 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

Re: ...

Lestradae wrote:
OK, let's use the following-to-download Scripts folder as the new template on which to work on?!:
2 days wasted. !@%$#%@۞
by pmw57
Wed Oct 14, 2009 5:38 am
Forum: Suggestion Box
Topic: Wiki Galaxy Guide
Replies: 109
Views: 35736

Cmd. Cheyd wrote:
Click Name once.
Click HC 4 times.
With Internet Explorer that work.

With Firefox or Google Chrome, nada.
by pmw57
Wed Oct 14, 2009 3:40 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

The OreProcessor.js seems to have some holes large enough to drive a truck through. this.canAwardCargo = function (type, quantity) { if (0 < oolite.compareVersion("1.74")) { return player.ship.canAwardCargo(type, quantity); } else { var cargo = type.toLowerCase(); if (type = "gold&quo...
by pmw57
Wed Oct 14, 2009 2:47 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204001

As it has had a lot of work done to it, here is the frame_fuel_collector.js script. http://www.box.net/shared/myprzskb5z It will be included with the other scripts files that have had timer updates, which I am currently tidying up. After those, I will move on to tidying up the other script files as ...