Search found 15 matches

by jnorichards
Mon Jan 07, 2013 2:54 pm
Forum: Expansion Pack
Topic: A question about NPC equipment
Replies: 4
Views: 1440

Re: A question about NPC equipment

cim wrote:
Importantly, the shipdata.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 a shipSpawned event handler
That's spot on, thank you very much.
by jnorichards
Mon Jan 07, 2013 1:03 am
Forum: Suggestion Box
Topic: more "realistic" Long Range Scanner
Replies: 21
Views: 29232

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 ...
by jnorichards
Mon Jan 07, 2013 12:29 am
Forum: Expansion Pack
Topic: A question about NPC equipment
Replies: 4
Views: 1440

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 ...
by jnorichards
Sun Jan 06, 2013 5:03 pm
Forum: Expansion Pack
Topic: Beacon target setting
Replies: 13
Views: 2561

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...
by jnorichards
Thu Jan 03, 2013 11:57 pm
Forum: Expansion Pack
Topic: Beacon target setting
Replies: 13
Views: 2561

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...
by jnorichards
Thu Jan 03, 2013 9:17 pm
Forum: Expansion Pack
Topic: Beacon target setting
Replies: 13
Views: 2561

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...
by jnorichards
Thu Jan 03, 2013 8:55 pm
Forum: Expansion Pack
Topic: Beacon target setting
Replies: 13
Views: 2561

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...
by jnorichards
Thu Jan 03, 2013 5:41 pm
Forum: Expansion Pack
Topic: Beacon target setting
Replies: 13
Views: 2561

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...
by jnorichards
Tue Dec 11, 2012 9:38 pm
Forum: Expansion Pack
Topic: I`m Needing New OXP`s to keep excited!!!
Replies: 47
Views: 8121

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...
by jnorichards
Tue Dec 11, 2012 8:58 pm
Forum: Expansion Pack
Topic: I`m Needing New OXP`s to keep excited!!!
Replies: 47
Views: 8121

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...
by jnorichards
Tue Dec 11, 2012 7:06 pm
Forum: Expansion Pack
Topic: I`m Needing New OXP`s to keep excited!!!
Replies: 47
Views: 8121

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...
by jnorichards
Wed May 26, 2010 10:26 pm
Forum: Testing and Bug reports
Topic: 1.73.4: Linux - Saves corrupt(?) after dying
Replies: 29
Views: 7655

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...
by jnorichards
Wed May 26, 2010 5:41 pm
Forum: Testing and Bug reports
Topic: 1.73.4: Linux - Saves corrupt(?) after dying
Replies: 29
Views: 7655

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...
by jnorichards
Tue May 25, 2010 6:24 pm
Forum: Testing and Bug reports
Topic: 1.73.4: Linux - Saves corrupt(?) after dying
Replies: 29
Views: 7655

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...
by jnorichards
Mon May 24, 2010 8:18 pm
Forum: Testing and Bug reports
Topic: 1.73.4: Linux - Saves corrupt(?) after dying
Replies: 29
Views: 7655

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...