Search found 170 matches
- Wed Jun 12, 2019 2:40 pm
- Forum: Expansion Pack
- Topic: Stealth Raiders [WIP]
- Replies: 17
- Views: 28013
Re: Stealth Raiders [WIP]
10.06.2019 - Version 1.0.5. * Improved AIs: - for 'behaviourFleeHeat' added the shifting of destination to safe destination. - for 'configurationSetDestinationToSafeSun' added the 'getSafeCourseToDestination' feature. - for fights: added avoid of cascade weapon behaviour, better behaviours in missil...
- Fri May 31, 2019 3:39 pm
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 17255
Re: How to check an entity's altitude?
View this functions from Stealth Raiders OXP(deep_stealth_raiders.js): this.$configurationSetDestinationToLeaveSun = function() {...} this.$configurationSetDestinationToSafeSun = function() {...} this.$configurationSetDestinationToAwaySun = function() {...} this.$behaviourFleeHeat = function() {...}...
- Fri May 31, 2019 9:30 am
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 17255
Re: How to check an entity's altitude?
... flee perpendicularly away from the celestial object ... For AI.plist is simple solution: FLEEING = ("sendScriptMessage: setTargetToCelestialObject", "setStateTo: FLEE"); its help? More complex (like in the sunSkimExitAI.plist or in the DSR_skimmer_courierAI.plist): ENTER = (...
- Sat May 25, 2019 8:44 am
- Forum: Suggestion Box
- Topic: On Orbits & Sun Distance
- Replies: 25
- Views: 30499
Re: On Orbits & Sun Distance
.. Hi! Issue a new version Orbits OXP 1.6.0: - Added orbital offset for prevent the eclipse of the main planet. --- Details: The Orbital Buoy was added for testing a views of the perspective and understand of orbital mechanics. Its will deleted in future version after testing in vary system's envir...
- Fri May 17, 2019 9:50 am
- Forum: Expansion Pack
- Topic: (BETA) Assassin Shipset Pack v0.2.0
- Replies: 17
- Views: 34622
Re: (BETA) Assassin Shipset Pack v0.2.0
Update to 0.2.2: More valuable change: - Improvement of the Drone AI for correctly set as escort. Set the scanner range for Captured Thargons to 25km. This AI may be change to less aggressive version in combat on far distance from drone owner, in order to not react to laser shoot. If you will be cha...
- Tue May 14, 2019 7:27 pm
- Forum: Suggestion Box
- Topic: On Orbits & Sun Distance
- Replies: 25
- Views: 30499
Re: On Orbits & Sun Distance
Suggestion in picture:May be the witchpoint will located to near main planet almost as moon, above the north or south pole of the main planet.
So the witchpoint always will move with main planet simultaneously.
- Tue May 14, 2019 8:21 am
- Forum: Expansion Pack
- Topic: Stealth Raiders [WIP]
- Replies: 17
- Views: 28013
Re: Stealth Raiders [WIP]
Issue update for this oxp: Main: * Improvement AI for temperature control in the near sun. Moved code in the main worldScripts. * Adds function for spawn a ship group pack like oolite-populator. * Improvement mechanics spawning like in the Spacecrowds OXP. Adds a better routines for escorts. * Adds ...
- Tue May 14, 2019 8:08 am
- Forum: Suggestion Box
- Topic: On Orbits & Sun Distance
- Replies: 25
- Views: 30499
Re: On Orbits & Sun Distance
The witchpoint doesn't necessarily have to be in the system's plane of the ecliptic … it could be e.g. above the north or south pole of the star. Agree with you, but not solved in the Orbits OXP as math task. I think about this task. May be the witchpoint will located to near main planet almost as ...
- Tue May 14, 2019 8:02 am
- Forum: Suggestion Box
- Topic: On Orbits & Sun Distance
- Replies: 25
- Views: 30499
Re: On Orbits & Sun Distance
Hi! The some 'todo' tasks, whitch need correctly setup of the system: ship traffic; location station in near sun; location station in near extra planets. Also need solved the next: How better will located other station(Rescue Stations, Seed Bars, Rock Hermits, Kiota stations and etc.)? They will spa...
- Fri Apr 19, 2019 10:05 am
- Forum: Expansion Pack
- Topic: PopulationControl.oxz
- Replies: 33
- Views: 32446
Re: PopulationControl.oxz
Also may be reset a large
missionVariables.deep_space_pirate_kills
via special mission(for advanced players) in the hacker outpost?- Sun Apr 14, 2019 9:25 am
- Forum: Expansion Pack
- Topic: [WIP] GalCop Missions
- Replies: 465
- Views: 297037
Re: [WIP] GalCop Missions
1. All assassins should be has initial bounty equals null? Is it null or zero? If it's null it should probably really be zero. In either case, assassins in the core game start with a bounty of zero, and I've followed that logic here. Looked the 'oolite-populator' script. So, a bounty not reset for ...
- Sat Apr 13, 2019 12:17 pm
- Forum: Expansion Pack
- Topic: [WIP] GalCop Missions
- Replies: 465
- Views: 297037
Re: [WIP] GalCop Missions
Question about spawning routines in conception this pack: 1. All assassins should be has initial bounty equals null? 2. Assume the assassin from hit team has null bounty. In the near witchpoint a police may be set him the some bounty due to attack a player ship. Then in the next player jump this ass...
- Sat Apr 06, 2019 2:34 pm
- Forum: Expansion Pack
- Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
- Replies: 425
- Views: 464843
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
OXP: LaserCannons. Tweak: Adds sound effect for cannons hits. File(s): world-scripts, sounds. More variation by cannon and plasma laser hits. Sounds play in laser hits from NPC. Credits to Norby! Sounds: The sounds from BGS Soundset by P.A. Groove: - "cannonlaser.ogg" is renamed a "b...
- Sat Apr 06, 2019 2:18 pm
- Forum: Expansion Pack
- Topic: (BETA) Assassin Shipset Pack v0.2.0
- Replies: 17
- Views: 34622
Re: (BETA) Assassin Shipset Pack v0.2.0
Version 0.2.0 - Adds a new lasers for some marks. - Adds the GalTech Escort Fighter to small fighters (as GalTech Interceptor to worm missile and escort fighter). - Sometimes marks has a 8 Ship-Launched Fighters (Light, Swarm, Raider, GalTech Interceptor, Shark(2) and King(2) : like external depende...
- Mon Jan 28, 2019 9:09 am
- Forum: Expansion Pack
- Topic: [RELEASE] Cobra MkVI ~ King Cobra
- Replies: 39
- Views: 28360
Re: [RELEASE] Cobra MkVI ~ King Cobra
Hi, I uploaded to the expansion manager this ship. Version History =============== 28.01.2019 - Version 1.2.1 --tweaks by rustem-- - Added a materials. - Fixes a roles. 11.12.2018 - Version 1.2.0 --tweaks by rustem-- - Adds a manifest.plist file. - Tweaks to shipdata.plist files: edits roles for las...