That workaround would go too far the other way, nullifying one of the most satisfying features of my ridiculous super-ship. I like my turrets wiping out mafia kingpins while I'm busy pouring another beer
Is unattributable plasma recognised as a core game bug? Do we agree it should be?
Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.
More details in this thread.
Search found 94 matches
- Sun Apr 26, 2015 7:40 pm
- Forum: Testing and Bug reports
- Topic: this.shipDied() vs. turrets
- Replies: 14
- Views: 7660
- Sun Apr 26, 2015 6:23 pm
- Forum: Testing and Bug reports
- Topic: this.shipDied() vs. turrets
- Replies: 14
- Views: 7660
this.shipDied() vs. turrets
I'm flying a Fer-de-Lance 3G+(t). To my almost unending joy, it has forward-facing turrets that are just wonderful for warming the paintwork of ships spiralling out of my cross-hairs. But ... purists may think it natural justice ... it means I often miss out on Random Hits kills! The problem seems t...
- Thu Apr 16, 2015 6:37 pm
- Forum: Discussion
- Topic: Missing target identification
- Replies: 10
- Views: 7492
Re: Missing target identification
That particular ship, and its turret-bearing oft-invisible cousin, has been a major cause of game-overs recently... or was it UK_Eliter that wrote:Of course someone might have just made a pink ship!
- Tue Mar 31, 2015 6:28 pm
- Forum: Expansion Pack
- Topic: [wip] Alternative jump range indicator for Oolite 1.81
- Replies: 13
- Views: 9591
Re: [wip] Alternative jump range indicator for Oolite 1.81
Wouldn't it be nice if it were possible to pan the F5/F6 maps and zoom out/in?
[Rhetorical question of course. Coding hell not underestimated at all.]
[Rhetorical question of course. Coding hell not underestimated at all.]
- Sat Mar 21, 2015 5:36 pm
- Forum: Discussion
- Topic: OXP available Fighter Ships recommendations
- Replies: 7
- Views: 6456
Re: OXP available Fighter Ships recommendations
Incidentally, also the joint-toughest (with the pirate king flavour of the Fer-de-Lance 3G) of the NPCs that I've tested so far.Smivs wrote:A very expensive option might be my Contractor Mk II, fast with sharp and impressive handling, and quite tough as well.
- Thu Mar 19, 2015 9:52 pm
- Forum: Discussion
- Topic: Maybe a hint on the problem with stalled docking queues?
- Replies: 5
- Views: 3993
Re: Maybe a hint on the problem with stalled docking queues?
Unhelpfully OT: that sounds great! - what OXPs got you into that fight?QCS wrote:Before we had heavy fights with fugitives on one side (including a carrier) and me, my escorts and police ships of various sorts on the winning side directly in vicinity of the station, being watched by civilians.
- Mon Mar 16, 2015 6:41 pm
- Forum: Suggestion Box
- Topic: OXPs list in the OXP manager
- Replies: 2
- Views: 3607
Re: OXPs list in the OXP manager
Thanks cim. I don't know how you find the time!
- Mon Mar 16, 2015 6:13 pm
- Forum: Suggestion Box
- Topic: OXPs list in the OXP manager
- Replies: 2
- Views: 3607
OXPs list in the OXP manager
A few small changes? Cursor left/right always page the list of OXPs up/down, not just when you're already at the top/bottom of a page. Display date of last change -- helps instil confidence that the OXP is somewhat current. Or display number of downloads in the last four weeks -- same reason. I'm lo...
- Sun Mar 15, 2015 10:46 pm
- Forum: Discussion
- Topic: Monte Carlo estimation of best commodity profits
- Replies: 12
- Views: 6025
Re: Monte Carlo estimation of best commodity profits
A couple are off by a tenth. You can get exact figures by looping over the masked MARKET_RND byte for each economy, no Monte Carlo required.al.khwarizmi wrote:... but the estimates are already done
- Sun Feb 15, 2015 12:01 pm
- Forum: Discussion
- Topic: Fantasy football ... with lasers
- Replies: 12
- Views: 6541
Re: Fantasy football ... with lasers
I have something basically working. The add-on spawns two groups of five same-type ships either side of a buoy a little way back (away from the planet) from the witchpoint. They attack the heck out of each other until no-one's left or a timer calls it quits (learnt the hard way from watching two sma...
- Thu Feb 12, 2015 11:05 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736286
Re: Dynamic ship customisation
It would require a fair bit of reorganisation to make it possible, and both of the obvious ways it could be done would probably cause problems for other OXPs. Which properties are you wanting to edit? I've no burning desire to change any one particular thing; I just felt uncomfortable that the curr...
- Wed Feb 11, 2015 10:53 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736286
Re: Dynamic ship customisation
I can probably hack round it as you suggest but, still, I'm curious: does the code need to forbid runtime customisation before spawning, or is that just the way it happens to work today?cim wrote:you can't - in effect - define shipdata.plist entries at run-time.
- Wed Feb 11, 2015 9:26 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736286
Dynamic ship customisation
I'm spawning random ships, but would like to get them alone, without escorts. More generally, I'd like to pick a random ship type, edit the attributes I don't like (e.g. ensure escorts=0), then spawn. Is this possible? I definitely want to make these customisations at runtime, not hard-coded into a ...
- Mon Feb 09, 2015 8:54 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736286
Re: World scripts and shipdata
I looked it up and decided to go with:cim wrote:Okay, slight modification needed, then: ...
Code: Select all
this._myCallbackFunction = function() {
// ...
this._score += 1;
}.bind(this) // within the function, "this" is the worldscript
- Sun Feb 08, 2015 11:03 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736286
World scripts and shipdata
Hi, two questions ... How can I get my script to see all ships currently defined by the game? That's ship type, like "[ferdelance]", not spawned instance, so I can have a menu of things from which to select for creative spawning. What's the cleanest way of maintaining "global" st...