Search found 2882 matches
- Sat Nov 16, 2024 1:37 am
- Forum: Discussion
- Topic: So I got thinking about Freelancer, Freespace 2 etc...
- Replies: 19
- Views: 538
Re: So I got thinking about Freelancer, Freespace 2 etc...
No probs. I think as a player, the game does kind of do already what you are looking for as the inbuilt missions and the missions added by OXZs do use the chaining and conditions stuff. Trying not to post spoilers (you can have a look on the Wiki missions page to see the triggers for story missions)...
- Thu Nov 14, 2024 5:38 pm
- Forum: Discussion
- Topic: So I got thinking about Freelancer, Freespace 2 etc...
- Replies: 19
- Views: 538
Re: So I got thinking about Freelancer, Freespace 2 etc...
You can use conditions both in mission offering and for ship conditions. For example: if (missionVariables.assassins_rebooted_stage === 0 && galaxyNumber === 6 && player.score > 199) { } In that example, the mission will only be offered if you are in Galaxy 7 and have 200 or more kil...
- Sat Nov 02, 2024 3:08 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116602
Re: Screenshots
A fleet gathers in orbit around the water world of Nemean.
- Thu Oct 31, 2024 11:02 am
- Forum: Expansion Pack
- Topic: The Assassins Guild OXP (Non-Functional 2007 Version)
- Replies: 184
- Views: 143840
Re: The Assassins Guild OXP (Non-Functional 2007 Version)
All of the Assassins systems on the Powers and Organisations wiki page would qualify in the rebooted version. All have unique stations in orbit around the planets added and the OXZ adds unique traffic and ships to each system. For example, a drone company will be testing experimental drones in the v...
- Sun Oct 27, 2024 11:54 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116602
Re: Screenshots
Strange ships behind the ice moon in the Ateslete system.
- Sat Oct 05, 2024 6:52 pm
- Forum: Expansion Pack
- Topic: Galactic Almanac OXZ - Full Version 0.93 (Updated 04.05.24 - Now on the Expansion Manager)
- Replies: 146
- Views: 82643
Re: Galactic Almanac OXZ - Full Version 0.93 (Updated 04.05.24 - Now on the Expansion Manager)
Hi, Its not so much a bug, but that In-System delivery uses its own method for describing planets. The Galactic Almanac changes the displayName of all the planets and stations it names. This was to try and ensure that it is compatible with all other OXZs. For example, In-System Taxi OXZ refers to pl...
- Wed Jul 31, 2024 11:59 am
- Forum: Expansion Pack
- Topic: [WIP] Contextual Jukebox OXP
- Replies: 55
- Views: 21459
Re: [WIP] Contextual Jukebox OXP
Ah, right I see! It was only because I was updating an existing OXZ already on the catalogue that it did it automatically.
However, if I was adding a new OXZ and added the download link to the catalogue, would it cause a problem if the file was over 100Meg ?
However, if I was adding a new OXZ and added the download link to the catalogue, would it cause a problem if the file was over 100Meg ?
- Tue Jul 30, 2024 5:03 pm
- Forum: Expansion Pack
- Topic: [WIP] Contextual Jukebox OXP
- Replies: 55
- Views: 21459
Re: [WIP] Contextual Jukebox OXP
@Wildblood. Following the meltdown of the old site, the new method of putting OXZs on the Expansion Manager is now just to upload the file to the Wiki and as long as the file is properly set up with a manifest.plist then oolite.space automatically detects the file on the Wiki and adds the OXZ to the...
- Tue Jul 30, 2024 3:47 pm
- Forum: Expansion Pack
- Topic: [WIP] Contextual Jukebox OXP
- Replies: 55
- Views: 21459
Re: [WIP] Contextual Jukebox OXP
According to the Wiki, the maximum file size that can be uploaded is 2 gig. Is the expansion manager limited to 100 meg therefore as I'd assumed that it was just redirecting to the file on the wiki? Only asking as I think the rebooted assassins will weigh in at about 130 Megs. I could split the text...
- Tue Jul 23, 2024 8:03 pm
- Forum: Expansion Pack
- Topic: Information desired!
- Replies: 41
- Views: 7665
Re: Information desired!
I think the AI is working, even though they are just hanging there. The trouble is they were only told to scan for the player once under ENTER. So they did this as soon as they spawned (when you weren't there) and then never scanned again (when you were!). So whilst they have gone zombie, it's not (...
- Mon Jul 22, 2024 6:17 pm
- Forum: Expansion Pack
- Topic: Information desired!
- Replies: 41
- Views: 7665
Re: Information desired!
Global should also be: ENTER = "setStateTo: CLOSE_WITH_PLAYER"; rather than ENTER = "setState: CLOSE_WITH_PLAYER"; To debug, look at the log and search for the name of your OXP. If there is a fault it will log the line number where it could not phase the file. Same typo of setSta...
- Tue Jul 09, 2024 8:27 pm
- Forum: Expansion Pack
- Topic: Information desired!
- Replies: 41
- Views: 7665
Re: Information desired!
Nah, the AI needs to go in the AI. Something like this. GLOBAL = "setState: CLOSE_WITH_PLAYER"; "CLOSE_WITH_PLAYER" = { ENTER = ("scanForNearestShipWithRole: player") "TARGET_FOUND" = (setTargetToFoundTarget, setDestinationToTarget, "setDesiredRangeTo: 10...
- Tue Jul 09, 2024 6:41 pm
- Forum: Expansion Pack
- Topic: Information desired!
- Replies: 41
- Views: 7665
Re: Information desired!
For following the player: ENTER = ("scanForNearestShipWithRole: player") "TARGET_FOUND" = (setTargetToFoundTarget, setDestinationToTarget, "setDesiredRangeTo: 5000.0", checkCourseToDestination); "COURSE_OK" = ("setSpeedFactorTo: 1.0", performFlyToRan...
- Fri Jun 28, 2024 11:43 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild OXP (Non-Functional 2007 Version)
- Replies: 184
- Views: 143840
Re: The Assassins Guild OXP (Final Updated Version)
Made quite a bit of progress with this (6 systems now set up with stations ships and planets). I'm a bit stuck though on understanding setting up a ship group. The AIs of the ships all have messageMother "ATTACKED" if they are attacked.I have this code in the script file for the Mafia Ways...
- Fri Jun 07, 2024 8:21 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild OXP (Non-Functional 2007 Version)
- Replies: 184
- Views: 143840
Re: The Assassins Guild OXP (Final Updated Version)
Thanks. Worked perfectly. I've been parked up at Orramaor for a while testing the script with Orbits, System Redux and Strangers World to come up with a method that means regardless of the OXZs installed the assassins planets, moons, stations and ships are always in the same place. Got that working....