Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Search found 389 matches

by pmw57
Tue Oct 13, 2009 10:46 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 201473

When adding the timer cleanup code I noticed a few things about the scripts that I was working with. let eqCounter = 0; // Syntax error, let is an invalid keyword var eqCounter = 0; // Should be this and, switch statements. Before: switch(this.fixedItem) { case "EQ_FRAME_FUEL_COLLECTOR": {...
by pmw57
Tue Oct 13, 2009 9:04 am
Forum: Discussion
Topic: Whichspace?
Replies: 63
Views: 14888

The first order of the day would be to work out some way to differentiate them, so that entering and exiting a system would be capable of having a different effect than entering and exiting a station.
by pmw57
Mon Oct 12, 2009 11:44 pm
Forum: Discussion
Topic: Do Galaxies get harder as you go up?
Replies: 3
Views: 1542

not necessarily. There are some safer regions in the later galaxies, and some more dangerous ones. Check out the galaxy maps on the wiki for a bit more flavour. Let's try to phrase this from the reverse point of view. Why would a player want to travel the other galaxies when there seems to be no su...
by pmw57
Mon Oct 12, 2009 8:27 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 201473

Re: ..

Lestradre - are you up to producing a point release with this fix, so that the DEP hack is no longer required? Nope :( I'm just the librarian here, remember? :wink: Well then, if you're anything like the librarian that I hold great respect for , I won't put you wrong. Here is the ose-0.7-script-cle...
by pmw57
Mon Oct 12, 2009 8:17 pm
Forum: Outworld
Topic: NO subject! HAHA, you'll have to read it to find out!
Replies: 1494
Views: 209906

Veni. Vidi. Vici.
by pmw57
Mon Oct 12, 2009 7:16 pm
Forum: Outworld
Topic: NO subject! HAHA, you'll have to read it to find out!
Replies: 1494
Views: 209906

Must-see wet-weather performance

(invokes Rule 5: http://www.grammarbook.com/punctuation/hyphens.asp)
by pmw57
Mon Oct 12, 2009 7:05 pm
Forum: Suggestion Box
Topic: Missile pylon management
Replies: 16
Views: 4186

As for your Missile Rack, I guess a way to do that would be to allow an OXP to add equipment-bay equipment into a specific bay (ie, JS modification). This way you could retrieve your MR bay number before firing, remove the MR, modify it, and re-add it to the bay you saved. Specifying a bay which al...
by pmw57
Mon Oct 12, 2009 12:41 pm
Forum: Testing and Bug reports
Topic: Oolite reliable crash: Timers! SOLVED via Windows-Workaround
Replies: 28
Views: 3848

Re: ...

As Eric did point out, this would also require new triggers for OXPs as loading a commander does not provide a message to the scripts. Isn't there an existing workaround for that, where the startUp event contains the init code, with the restart method passing to the startUp event? http://wiki.aliot...
by pmw57
Mon Oct 12, 2009 12:18 pm
Forum: Testing and Bug reports
Topic: Oolite reliable crash: Timers! SOLVED via Windows-Workaround
Replies: 28
Views: 3848

Re: ...

For me personally this is solved now, thanks everyone, but I really, really think this should either be solved somehow from the core game side or it should be told to Windows users in a really big sticky or flag that they should disable this for the Oolite.exe! This is not a fix, it's a hack, at be...
by pmw57
Mon Oct 12, 2009 11:48 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 201473

Re: ..

Has anyone tested using playerWillEnterWitchspace to clean up the timer ecents? Yes, as mentioned earlier . this.playerWillEnterWitchspace = function() { this.findPlayer.stop() delete this.findPlayer } findPlayer is (obviously) the name of the timer. Lestradre - are you up to producing a point rele...
by pmw57
Mon Oct 12, 2009 11:03 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 201473

Re: ..

Well, the only thing we could do would be to take the offending timer out of the two scripts in OSE Screet found - the buzzer and the behemoth one. When the player exits the system, does the shipDied event get called for the NPC ships? If so then that is the perfect place to stop the timer and prev...
by pmw57
Mon Oct 12, 2009 11:01 am
Forum: Outworld
Topic: NO subject! HAHA, you'll have to read it to find out!
Replies: 1494
Views: 209906

Fluent gibberish translator.

(Sister say blargh, they say wha, I say frwah, they say ahh!)
by pmw57
Mon Oct 12, 2009 10:57 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 201473

Re: ..

pmw57 wrote:
When the player exits the system, does the shipDied event get called for the NPC ships? If so then that is the perfect place to stop the timer and prevent further issues.
If not, then perhaps a shipCleanup method or some-such similar method is justified.
by pmw57
Mon Oct 12, 2009 10:49 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 201473

Re: ..

Well, the only thing we could do would be to take the offending timer out of the two scripts in OSE Screet found - the buzzer and the behemoth one. When the player exits the system, does the shipDied event get called for the NPC ships? If so then that is the perfect place to stop the timer and prev...
by pmw57
Mon Oct 12, 2009 10:42 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 201473

As of today, there's a bug report in the test part of the forum. It's a problem since a ship that has a scripted timer may be destroyed or removed once the player jumps or reloads. The js timer still is active then and will operate on parts of code that are no longer valid. Somehow it's not causing...