Search found 170 matches

by Rustem
Wed Jun 12, 2019 2:40 pm
Forum: Expansion Pack
Topic: Stealth Raiders [WIP]
Replies: 17
Views: 27678

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...
by Rustem
Fri May 31, 2019 3:39 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 17127

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() {...}...
by Rustem
Fri May 31, 2019 9:30 am
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 17127

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 = (...
by Rustem
Sat May 25, 2019 8:44 am
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 30108

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...
by Rustem
Fri May 17, 2019 9:50 am
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 17
Views: 34458

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...
by Rustem
Tue May 14, 2019 7:27 pm
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 30108

Re: On Orbits & Sun Distance

May be the witchpoint will located to near main planet almost as moon, above the north or south pole of the main planet.
Suggestion in picture:
Image

So the witchpoint always will move with main planet simultaneously.
by Rustem
Tue May 14, 2019 8:21 am
Forum: Expansion Pack
Topic: Stealth Raiders [WIP]
Replies: 17
Views: 27678

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 ...
by Rustem
Tue May 14, 2019 8:08 am
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 30108

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 ...
by Rustem
Tue May 14, 2019 8:02 am
Forum: Suggestion Box
Topic: On Orbits & Sun Distance
Replies: 25
Views: 30108

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...
by Rustem
Fri Apr 19, 2019 10:05 am
Forum: Expansion Pack
Topic: PopulationControl.oxz
Replies: 33
Views: 32150

Re: PopulationControl.oxz

Also may be reset a large missionVariables.deep_space_pirate_kills via special mission(for advanced players) in the hacker outpost?
by Rustem
Sun Apr 14, 2019 9:25 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 443
Views: 275980

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 ...
by Rustem
Sat Apr 13, 2019 12:17 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 443
Views: 275980

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...
by Rustem
Sat Apr 06, 2019 2:34 pm
Forum: Expansion Pack
Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
Replies: 425
Views: 450797

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...
by Rustem
Sat Apr 06, 2019 2:18 pm
Forum: Expansion Pack
Topic: (BETA) Assassin Shipset Pack v0.2.0
Replies: 17
Views: 34458

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...
by Rustem
Mon Jan 28, 2019 9:09 am
Forum: Expansion Pack
Topic: [RELEASE] Cobra MkVI ~ King Cobra
Replies: 39
Views: 27957

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...