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- Wed Jan 07, 2015 10:45 pm
- Forum: Expansion Pack
- Topic: [Release] HUD Selector v1.17
- Replies: 148
- Views: 120699
Re: [RELEASE] HUD Selector v1.8
Norby, can I make a suggestion? In each instance on "mission.runScreen" you add exitScreen:"GUI_SCREEN_INTERFACES", so the user returns to the F4 screen when the exit (which is where they would have started from). At the moment, when you exit you return to the F5 screen. Anyway, ...
- Wed Jan 07, 2015 8:58 pm
- Forum: Expansion Pack
- Topic: Comms log MFD
- Replies: 49
- Views: 33240
Re: Comms log MFD
Another great catch! Howzat! (For the cricket fans out there)
Thanks again!
Thanks again!
- Wed Jan 07, 2015 2:44 am
- Forum: Expansion Pack
- Topic: Intercepting mission screen messages
- Replies: 1
- Views: 2330
Intercepting mission screen messages
Is it possible to intercept messages that appear immediately after you dock? In particular I'm thinking of the messages you see when you've scooped an escape capsule, or the special mission messages (from Constrictor Hunt or Thargoid plans). I'd like to be able to (at least) capture the text from th...
- Tue Jan 06, 2015 10:06 pm
- Forum: Expansion Pack
- Topic: Comms log MFD
- Replies: 49
- Views: 33240
Re: Comms log MFD
Thanks for that, Marte. I've found the bug and will post an update soon.
- Mon Jan 05, 2015 10:14 am
- Forum: Expansion Pack
- Topic: Columns in missionText
- Replies: 2
- Views: 2394
Re: Columns in missionText
Thanks, cim. Wonderful help, as usual!
- Sun Jan 04, 2015 11:30 pm
- Forum: Expansion Pack
- Topic: Columns in missionText
- Replies: 2
- Views: 2394
Columns in missionText
Is it possible to format the missionText of a mission screen into columns, using (for instance) tab characters? I know I can insert spaces, but missionText is proportionally spaced, isn't it? So using spaces would result in ragged columns.
- Fri Oct 17, 2014 4:51 am
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 799
- Views: 401570
Re: Split: Re-scaling experiment
Dizzy,
The download link doesn't seem to have any of the "6" mass-lock decel versions. And the js32ECMAv5dbg.dll isn't present either. Have I missed something?
The download link doesn't seem to have any of the "6" mass-lock decel versions. And the js32ECMAv5dbg.dll isn't present either. Have I missed something?
- Sun Aug 31, 2014 11:07 pm
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 151
- Views: 107149
Re: BroadcastComms MFD [beta]
Beta version 1.0.12 has been released. New in this version: - Added "Send bribe to closest target" and "Surrender to closest target" messages, for when the player doesn't have a target but is under attack. Thanks for Norby for the suggestions. - Added the $disableMessage , $enabl...
- Mon Aug 18, 2014 11:11 pm
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 151
- Views: 107149
Re: BroadcastComms MFD [beta]
The fastest way is a cycle through ships returned by player.ship.checkScanner(true); Wow, the things you learn! I've gone through all the Wiki docs quite a bit but still hadn't seen that one. Thanks! I should be able to cut down on my use of filteredEntities with that. If I want then I can lock a t...
- Mon Aug 18, 2014 5:27 am
- Forum: Expansion Pack
- Topic: Explorers' Club updated for Oolite 1.80
- Replies: 25
- Views: 9538
Re: Explorers' Club updated for Oolite 1.80
Got this error in my log after a forced misjump to fight some Thargoids: 14:12:09.724 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Explorers Club 1.4.3): TypeError: system.sun is null 14:12:09.724 [script.javaScript.exception.unexpectedType]: C:\Oolite/oolite.app/GNUstep...
- Mon Aug 18, 2014 2:17 am
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 151
- Views: 107149
Re: BroadcastComms MFD [beta]
Surrender: send to all ships in scanner range due to the player try to stop all of them. Hmm. I'm not totally convinced yet, but I'll have a look at how I can handle the multi-group aspect. I think my AI skills are going to hit their limit here, though. Bribe: give the money to the ship who accept ...
- Mon Aug 18, 2014 1:56 am
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 151
- Views: 107149
Re: BroadcastComms MFD [beta]
Most help requests are intended for other group members only - the sending is requestHelpFromGroup and only group members receive the helpRequestReceived event. So if I see a "Help me" transmission from a ship, there is no event I can pick up unless the player is part of that ship's group...
- Sun Aug 17, 2014 9:40 am
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 151
- Views: 107149
Re: BroadcastComms MFD [beta]
V1.0.11 is available via links in the first post. This version fixes the "wideband" issue, I've re-ordered the messages to hopefully put the more relevant ones first. I've removed all of the prefixes, instead making the text of the message clearer as to who it is relevant to. I've fixed a ...
- Sun Aug 17, 2014 1:47 am
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 151
- Views: 107149
Re: BroadcastComms MFD [beta]
In external access would be nice the short usage like this: worldScripts.BroadcastCommsMFD.$createMessage("spam", "Eat spam!"); Not sure about reducing the call this much. If there's no callback function defined, then wouldn't it be a rather pointless message? Funny maybe, but n...
- Sun Aug 17, 2014 1:33 am
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 151
- Views: 107149
Re: BroadcastComms MFD [beta]
Thanks for the suggestions, Norby. It's great feedback, and exactly what we needed! feel more natural if the displayed messages are not prefixed in parenthesis but show "Send greeting to target" and simply the message if broadcast. Good ideas. That will probably be how I do the next versio...