That's spot on, thank you very much.cim wrote:Importantly, theshipdata.plist
settings are only available for standard equipment (and not all of that, for that matter). If you want to do something similar for a piece of custom equipment, you need to have a worldscript with ashipSpawned
event handler
Search found 15 matches
- Mon Jan 07, 2013 2:54 pm
- Forum: Expansion Pack
- Topic: A question about NPC equipment
- Replies: 4
- Views: 1468
Re: A question about NPC equipment
- Mon Jan 07, 2013 1:03 am
- Forum: Suggestion Box
- Topic: more "realistic" Long Range Scanner
- Replies: 21
- Views: 29373
Re: more "realistic" Long Range Scanner
08. Perhaps it would be cool if there where "active" and "passive" scans: passive scans giving much less information (since they only read what is emitted by the objects themselves) and active scans giving more information (depending on the energy used), but being detectable by ...
- Mon Jan 07, 2013 12:29 am
- Forum: Expansion Pack
- Topic: A question about NPC equipment
- Replies: 4
- Views: 1468
A question about NPC equipment
Thanks for all the recent help: here's another question that I don't seem to be able to answer from the wiki page for Equipment.plist . What is it that controls the probability that any given NPC ship owns a piece of equipment? I'm assuming that it's more likely that an NPC ship has, say, an escape ...
- Sun Jan 06, 2013 5:03 pm
- Forum: Expansion Pack
- Topic: Beacon target setting
- Replies: 13
- Views: 2607
Re: Beacon target setting
OT: That can be simplifed with the - exec argument of find . find . -type f -name '*.js' -exec grep -iH 'latest_puzzle' {} \; Yeah, I struggle with find -exec ; sometimes it doesn't do what I expect, especially in the context of filenames containing spaces [1]; that's why I'm piping it to a while l...
- Thu Jan 03, 2013 11:57 pm
- Forum: Expansion Pack
- Topic: Beacon target setting
- Replies: 13
- Views: 2607
Re: Beacon target setting
Another thing you can do is use: var beacon = system.addShips("x__beacon",1,x_ship.position,-50)[b][0][/b]; //(-50 since if it's behind the ship, the ship shouldn't run into it.) ...Then you don't need to do beacon [0] .whatever to call up information about what should be 1 beacon. Ah, us...
- Thu Jan 03, 2013 9:17 pm
- Forum: Expansion Pack
- Topic: Beacon target setting
- Replies: 13
- Views: 2607
Re: Beacon target setting
Maybe we should start a sticky thread for such things, or perhaps use the scripters cove for such tips and findings. It would help if I followed the old, old adage of RTFM. I started off trying to assign ownership of the beacon to the ship, until I read the wiki again and noted that ship.owner is r...
- Thu Jan 03, 2013 8:55 pm
- Forum: Expansion Pack
- Topic: Beacon target setting
- Replies: 13
- Views: 2607
OT Re: Beacon target setting
Cool! My son is only three, but I'm sure he'll go over to the 'Dark Side' when he's a bit older. Give your lad a cookie :) :) When he gets home, perhaps. I was debugging 'cos I'm retired and although the problem was driving him nuts, he had to go out to work! Further OT: your three-year-old will gr...
- Thu Jan 03, 2013 5:41 pm
- Forum: Expansion Pack
- Topic: Beacon target setting
- Replies: 13
- Views: 2607
Beacon target setting
Hi, I'm debugging an OXP that my son is writing; he's new to scripting, and my Javascript isn't wonderful, but we've found behaviour in Oolite which is, umm, non-intuitive. I expect it's me that can't see the obvious... The intention is to label a non-player ship with a beacon, which he's doing with...
- Tue Dec 11, 2012 9:38 pm
- Forum: Expansion Pack
- Topic: I`m Needing New OXP`s to keep excited!!!
- Replies: 47
- Views: 8366
Re: I`m Needing New OXP`s to keep excited!!!
... If that doesn't work, you can increase one of the numbers (15 or 5) until the problem goes away. A bit of trial and error shows that the minimum value of the offset needed in the Dredger Trader is (23 + 5). This works for me: this.projectile.position = player.ship.position.add(player.ship.headi...
- Tue Dec 11, 2012 8:58 pm
- Forum: Expansion Pack
- Topic: I`m Needing New OXP`s to keep excited!!!
- Replies: 47
- Views: 8366
Re: Banging into railgun projectiles
The problem is that not everything moves at once in the universe, so it's perfectly possible that the projectile ends up being repositioned before the player ship is when the frame is updated. But equally the opposite is also possible, it depends where they are in the array of entities in the syste...
- Tue Dec 11, 2012 7:06 pm
- Forum: Expansion Pack
- Topic: I`m Needing New OXP`s to keep excited!!!
- Replies: 47
- Views: 8366
Banging into railgun projectiles
Hi, all. I'm flying a Dredger Trader (Deep Space Dredger OXP v2.4.6), fitted with a mining railgun (Railgun OXP v1.3). When I first bought the Dredger, I noticed that the projectile collides with the front of the Dredger if we're travelling at anything faster than a few notches above Dead Stop. I pu...
- Wed May 26, 2010 10:26 pm
- Forum: Testing and Bug reports
- Topic: 1.73.4: Linux - Saves corrupt(?) after dying
- Replies: 29
- Views: 7777
Glad to hear you're up and running :) And since no-one else has done so yet, Welcome to the Friendliest Board this side of Riedquat™! Thank you kindly. While Oolite seems to be running fine, I though to look back in the log file. I have 24 repeats of lines like these: [gnustep]: 2010-05-26 17:49:28...
- Wed May 26, 2010 5:41 pm
- Forum: Testing and Bug reports
- Topic: 1.73.4: Linux - Saves corrupt(?) after dying
- Replies: 29
- Views: 7777
Success replacing deb with autopackage version
OK, here's the steps I've followed: Used adept to remove oolite and oolite-data deb packages. Then at a command prompt: $ sudo apt-get autoremove Downloaded oolite-1.73.4-test.x86.package by following the link Micha gives above $ cd /usr/local/downloads #this is my download folder $ chmod u+x oolite...
- Tue May 25, 2010 6:24 pm
- Forum: Testing and Bug reports
- Topic: 1.73.4: Linux - Saves corrupt(?) after dying
- Replies: 29
- Views: 7777
How did you install Oolite? I installed originally from the Karmic repository, and upgraded with the move to Lucid. We've just found a nasty little bug in the version of GNUstep which comes with Ubuntu 10.04, so any copies of Oolite compiled natively for that version of Ubuntu are subject to that b...
- Mon May 24, 2010 8:18 pm
- Forum: Testing and Bug reports
- Topic: 1.73.4: Linux - Saves corrupt(?) after dying
- Replies: 29
- Views: 7777
Missing standard ships
Hi, all. I might have a different perspective on the same bug, or a different bug. I just posted a report at BerliOS but since it's being talked about here, I'll repeat myself. I have the Big Yellow Query ship, even though I have saved no game since switching to 1.73.4, though I have upgraded the Li...