Search found 695 matches

by Old Murgh
Sun Mar 08, 2026 8:44 pm
Forum: Expansion Pack
Topic: Thargoid Wars
Replies: 51
Views: 33494

Re: Thargoid Wars

But, I notice that Murgh was involved in the script... this.name = "thargoid_wars"; this.author = "eric walch"; this.copyright = "� 2008 Murgh."; this.description = "script that brings the war to normal space"; this.version = "4.6"; Now Sir.. That i...
by Old Murgh
Tue Feb 10, 2026 10:28 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1851
Views: 907662

Re: fails to fire for custom CARGO_SCRIPTED_ITEM

Try shipScoopedOther Thank you. Big backandforth between merits of this vs shipWasScooped, which AI kindly translates to metaphors. Using shipScoopedOther is like having a Security Guard at the door checking everyone's ID badge. (Centralized). Using shipWasScooped is like giving the VIP guest a Pan...
by Old Murgh
Mon Feb 09, 2026 10:30 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1851
Views: 907662

Re: Scripters cove

LittleBear wrote: Mon Feb 09, 2026 9:59 pm
There might be a more elegant way to do it, but Random Hits tests for player scooping with a script attached to the pod and setting a mission variable if the player has scooped the escape pod.
Yay, it worked immediately. Thankyou very much.
My AI says you're a legend for a reason. :D
by Old Murgh
Mon Feb 09, 2026 6:55 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1851
Views: 907662

fails to fire for custom CARGO_SCRIPTED_ITEM

Our little human/AI team is stuck again. The part where the player must hunt a ship, destroy it, and scoop a specific pod ("Encrypted Data Core") to trigger a mission screen. shipScoopedCargo never triggers in [our] World Script. The pod spawns correctly, appears on the scanner (whiteLolli...
by Old Murgh
Mon Feb 09, 2026 2:18 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1851
Views: 907662

Re: Scripters cove

Wildeblood wrote: Mon Feb 09, 2026 2:04 am
I need to know which AI it was. I won't sleep without knowing more details.
Not a pro-coder AI, just Google's Gemini 3.0. Mostly it shows great enthusiasm and does the simple things well.
by Old Murgh
Mon Feb 09, 2026 1:39 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1851
Views: 907662

Re: Scripters cove

You can't switch a "planetinfo.plist" on or off with a script. What you can do is set your value via script, and when you want to switch it back to the default, set the value to null. The change can be made anywhere in script (for example when you scoop the pod), it doesn't have to be und...
by Old Murgh
Sun Feb 08, 2026 11:29 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1851
Views: 907662

Re: Scripters cove

I'm pretty sure most of the info in planetinfo can be tweaked just by changing the value. For instance, to change the techLevel of a system var sys = System.infoForSystem(0, 7); sys.techlevel = 15; // make lave super-hi-tech Is that what you had in mind? What properties did you want to change? That...
by Old Murgh
Sun Feb 08, 2026 9:43 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1851
Views: 907662

The hard truth

I have been trying to make a mission, where several of the components seem to be working ok, like they are supposed to. I initially made a "proof of concept" version which demonstrates the end product to see if that works, and then began my attempt at a version that is the "mission&qu...
by Old Murgh
Sun Jan 25, 2026 9:04 pm
Forum: Discussion
Topic: Screenshots
Replies: 7105
Views: 2862584

Re: Screenshots

cbr wrote: Sun Jan 25, 2026 7:54 pm
The legacy one was unreadable, so I read the HR one :)
They're pretty adorable in all colours.

Image

This is what happens when you slip in the new 2048px image yourself at home and hope for the best.
by Old Murgh
Sun Jan 25, 2026 3:26 pm
Forum: Discussion
Topic: Screenshots
Replies: 7105
Views: 2862584

Re: Screenshots

cbr wrote: Sun Jan 25, 2026 10:19 am
first pic meh, second pfew!
Hey, nice catch on a little dyslexia there. It's not too ovbious is it?
by Old Murgh
Sun Jan 25, 2026 12:34 am
Forum: Discussion
Topic: Screenshots
Replies: 7105
Views: 2862584

Re: Screenshots

Unfortunately I had to scale the image back down to 512x512 because it worked as an overlay but not as a standard background and Xenon UI turns these mission images to overlays so it was not immediately evident. Sorry Murgh! Fixed the mission script to scale properly and restored the 2048x2048 imag...
by Old Murgh
Sat Jan 24, 2026 5:56 pm
Forum: Discussion
Topic: Code freeze coming up
Replies: 12
Views: 766

Re: Code freeze coming up

another_commander wrote: Sat Jan 24, 2026 3:43 pm
Examined the 2048x2048 image properties and they are the same as the old low res one. Tested it in-game, looks great. Added it to the game's assets and is now in.
:D
Thank you for continuing to chip at it! It's a wonderful thing.
by Old Murgh
Sat Jan 24, 2026 12:24 pm
Forum: Discussion
Topic: Code freeze coming up
Replies: 12
Views: 766

Re: Code freeze coming up

-let us know when it's ready.. No significant change, just resolution improvement so it should look better on today's fancier screens than back in 2006. I would think we can handle bigger files than then too, but you must decide where the threshold is at. I haven't yet been able to replicate in gam...
by Old Murgh
Fri Jan 23, 2026 10:30 pm
Forum: Discussion
Topic: Screenshots
Replies: 7105
Views: 2862584

Re: Screenshots

cbr wrote: Fri Jan 23, 2026 9:47 pm
Got a new breed it seems :wink:
Heh. There's no telling how old they can get.

But will people get tricked into buying them if they're bearded and wrinkly?
by Old Murgh
Fri Jan 23, 2026 5:04 pm
Forum: Discussion
Topic: Code freeze coming up
Replies: 12
Views: 766

Re: Code freeze coming up

Of course it is, as for when, there is no set date for the freeze right now and I don't want anyone to feel like we are assigning work. Go ahead with it and let us know when it's ready to include in the assets and then we can commence the freeze right after that. Cool, I'll give it a go and see if ...