It is possible to get performTumble to affect the player, although only for half a second or so.
It plays with the controls just enough to be a real pain in dogfights but I'm not sure you could do much else with it.
Search found 21 matches
- Fri Aug 24, 2007 2:46 pm
- Forum: Discussion
- Topic: Superfast cargo pods
- Replies: 19
- Views: 8515
- Sun Jul 15, 2007 8:43 pm
- Forum: Testing and Bug reports
- Topic: Strange messages when cargo destroyed
- Replies: 7
- Views: 4823
- Sun Jul 15, 2007 5:49 pm
- Forum: Testing and Bug reports
- Topic: Strange messages when cargo destroyed
- Replies: 7
- Views: 4823
- Sun Jul 15, 2007 5:48 pm
- Forum: Oolite-PC
- Topic: Why does everyone want to shoot me?
- Replies: 8
- Views: 7840
Traffic is generally found in the lane between the witchpoint beacon and the station, so the easiest way to avoid it is to get out of this lane. Look toward the planet and then pitch up or down until the planet-symbol on your compass is at the very top or bottom. Then hit the jump drive and head off...
- Sun Jul 15, 2007 4:53 pm
- Forum: Testing and Bug reports
- Topic: Strange messages when cargo destroyed
- Replies: 7
- Views: 4823
Strange messages when cargo destroyed
Is it just my imagination or did you not used to get a simple "Food destroyed" etc. message when losing cargo in a firefight? I'm now getting "(Food, 7, 80, 19, "-2", "-2", 6, 1, 1, 0) destroyed". Not sure if this has just started happening in 1.69.1. Is it a ...
- Wed Jul 04, 2007 10:35 pm
- Forum: Oolite-PC
- Topic: Oolite test release 1.69
- Replies: 40
- Views: 37785
But the shipyard is actually there and has plenty for sale - it just won't let me buy any :( Selecting a ship to buy just gives a beep and nothing else. I thought this may be down to a dodgy OXP shipyard.plist or shipdata.plist so I tested with no OXPs installed and it still happens with the native ...
- Wed Jul 04, 2007 6:49 pm
- Forum: Oolite-PC
- Topic: Oolite test release 1.69
- Replies: 40
- Views: 37785
- Mon Jul 02, 2007 7:29 pm
- Forum: Oolite-PC
- Topic: Oolite test release 1.69
- Replies: 40
- Views: 37785
Yep, it looks like death_actions is playing up on Windows 1.69 for me as well. I'm just using something simple like: <key>death_actions</key> <array> <string>commsMessage: It Works! [mission_legends]</string> <string>spawn: boomer 10</string> <string>spawn: legend1 1</string> </array> This was defin...
- Wed Jun 20, 2007 9:13 am
- Forum: Discussion
- Topic: Trade tips for a newbie?
- Replies: 76
- Views: 41958
The standard Oolite equipment.plist sets the Naval Energy Unit with a Tech Level of 99 and the following comment: <!-- next item has a TL too high to be available at all --> So, no it can't be bought (unless an OXP somewhere has unlocked it). But, as Captain Hesperus rightly says, it does transfer w...
- Wed May 30, 2007 7:01 pm
- Forum: Expansion Pack
- Topic: AI-induced migraines ahoy!
- Replies: 5
- Views: 4860
The becomeExplosion was only put in there to make it really obvious when the statechange was coming into play. It won't be there in the finished version. Desired range achieved seemed to be flagged as soon as scanForShipWithRole was used, regardless of whether a desired range had been set or not, or...
- Tue May 29, 2007 10:58 pm
- Forum: Expansion Pack
- Topic: AI-induced migraines ahoy!
- Replies: 5
- Views: 4860
AI-induced migraines ahoy!
Ohhhh....my head hurts. The last 2 days have been spent trying to get an apparently straightforward AI to work: ENTER = ("scanForNearestShipWithRole: shipwreck"); "TARGET_FOUND" = (setTargetToFoundTarget, setDestinationToTarget, "setSpeedFactorTo: 0.3", "setDesired...
- Thu Mar 15, 2007 9:09 pm
- Forum: Expansion Pack
- Topic: Shipyard Specifics
- Replies: 8
- Views: 6794
You can determine the tech level of the stations and ships separately, so you don't need to adjust the level with any scripts. ah, so you can. Thanks for the heads-up Wolfwood. I haven't played around with stations before and haven't stumbled across that attribute on the wiki. I'm happy to say I've...
- Tue Mar 13, 2007 10:09 pm
- Forum: Expansion Pack
- Topic: Shipyard Specifics
- Replies: 8
- Views: 6794
I've been playing around with this for a while and I seem to be able to get it to work by adding this to shipyard.plist: <key>conditions</key> <array> <string>galaxy_number equal 6</string> <string>planet_number equal 105</string> </array> So the ship would only be offered at Celaqula (system 106) i...
- Tue Mar 13, 2007 7:00 pm
- Forum: Expansion Pack
- Topic: Shipyard Specifics
- Replies: 8
- Views: 6794
Hehe, thanks thirdeye77 for asking the very question that I logged in to ask this morning! Great minds think alike Wolfwood :lol: Outstanding work guys. I've got the first ship ready to go so I will give this a serious try in the next couple of days. Now if I can just improve my ship modelling and ...
- Mon Mar 12, 2007 10:50 pm
- Forum: Expansion Pack
- Topic: Shipyard Specifics
- Replies: 8
- Views: 6794
Shipyard Specifics
I think its time I dipped into the immense collective wisdom of the Oolite bb in search of some advice. I want to have a ship appear only at a specific station and, if possible, no other ships at that station. Looking through some old threads it seems we can now use conditions in shipyard.plist, and...