Search found 695 matches
- 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...
- Tue Feb 10, 2026 10:28 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1851
- Views: 907730
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...
- Mon Feb 09, 2026 10:30 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1851
- Views: 907730
Re: Scripters cove
Yay, it worked immediately. Thankyou very much.LittleBear wrote: ↑Mon Feb 09, 2026 9:59 pmThere 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.
My AI says you're a legend for a reason.
- Mon Feb 09, 2026 6:55 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1851
- Views: 907730
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...
- Mon Feb 09, 2026 2:18 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1851
- Views: 907730
Re: Scripters cove
Not a pro-coder AI, just Google's Gemini 3.0. Mostly it shows great enthusiasm and does the simple things well.Wildeblood wrote: ↑Mon Feb 09, 2026 2:04 amI need to know which AI it was. I won't sleep without knowing more details.
- Mon Feb 09, 2026 1:39 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1851
- Views: 907730
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...
- Sun Feb 08, 2026 11:29 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1851
- Views: 907730
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...
- Sun Feb 08, 2026 9:43 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1851
- Views: 907730
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...
- Sun Jan 25, 2026 9:04 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 7106
- Views: 2862785
- Sun Jan 25, 2026 3:26 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 7106
- Views: 2862785
- Sun Jan 25, 2026 12:34 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 7106
- Views: 2862785
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...
- 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 pmExamined 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.
Thank you for continuing to chip at it! It's a wonderful thing.
- 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...
- Fri Jan 23, 2026 10:30 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 7106
- Views: 2862785
- 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 ...
