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by Judebert
Fri Dec 01, 2006 2:57 pm
Forum: Oolite-Linux
Topic: DEBIAN OOLITE NOW AVAILABLE! ;-D
Replies: 17
Views: 17234

Sorry to seem like a bastard, but: any chance we could get a source package? I run Debian unstable. If I had a source package, I'd gladly add ejectItem to other objects, and take a look at the text-sticking bug (no promises on that one!).
by Judebert
Fri Dec 01, 2006 2:54 pm
Forum: Expansion Pack
Topic: Controlling message GUI with the hud.plist - How to do it?
Replies: 5
Views: 5854

Yes and no. You can access the function, but you can't pass it the parameters it needs. The only functions available from scripts are those with void or NSString* arguments. I'm not sure about return type; I expect you can use them regardless of return, but void return is probably safer. For referen...
by Judebert
Fri Dec 01, 2006 2:51 pm
Forum: Discussion
Topic: Just saying hello in case I can help
Replies: 13
Views: 5563

I know C and C++, but ObjC syntax is still a bit weird to me. It looks like they use brackets for the "->" operator, and they decided to adapt UML to ASCII for method definitions.

Not insurmountable, and I am ranked Elite in cut-and-paste. But like everyone else, I'm busy ATM.
by Judebert
Wed Nov 29, 2006 6:52 pm
Forum: Discussion
Topic: Thanks for a brilliant version of Elite
Replies: 59
Views: 29228

The problem seems to be that the "spawn" command doesn't give the spawned ship a mother at all. I tried scanForShipsWithRole, but that didn't find the mothership. When I tried to use it to detect the player, the ships can't even find me! They just hang in space until I shoot them. Then the...
by Judebert
Wed Nov 29, 2006 4:56 pm
Forum: Discussion
Topic: Thanks for a brilliant version of Elite
Replies: 59
Views: 29228

Do you mind if I steal/crib/use that AI? My spawned Boa defender ships just don't seem to be able to find the player.
by Judebert
Sun Nov 26, 2006 10:58 pm
Forum: Discussion
Topic: Thanks for a brilliant version of Elite
Replies: 59
Views: 29228

As I see it, the problem with randomly scripted missions is that it's tough to get a random planet. Oh, you could just generate a random number. But then, is it near or far? How many jumps? What's the max and min time to get there? Additionally, we need better AIs. The more dangerous (and therefore ...
by Judebert
Fri Nov 24, 2006 3:20 am
Forum: Expansion Pack
Topic: Couple of questions...
Replies: 110
Views: 81688

If the guy who made the Debian package will make a source package too, I'll take a look at giving ejectItem to ships and stations.
by Judebert
Fri Nov 24, 2006 3:18 am
Forum: Oolite-PC
Topic: Graphics card undetected
Replies: 11
Views: 11380

That sounds like a bum card to me. The "onboard VGA" was the right thing to disable. I'm most convinced by the fact that the nVidia driver software doesn't recognize the card. This indicates that the card is either broken or not getting the power it needs.
by Judebert
Fri Nov 24, 2006 3:14 am
Forum: Suggestion Box
Topic: online version
Replies: 5
Views: 5191

XPilot does freeflight in 2D. No reason we couldn't do it in 3D. Trading wouldn't even be too difficult. OXPs would be a problem. We could always limit the OXPs you're allowed to play online, and automatically download the ones that are being used. But you're right, doing missions would be a pain. I...
by Judebert
Wed Nov 22, 2006 7:25 pm
Forum: Expansion Pack
Topic: Couple of questions...
Replies: 110
Views: 81688

And, after more code-surfing, littlebear is also correct that escorts get set to escortAI.plist in the code for setUpEscorts. They also get set to state "FLYING_ESCORT" immediately.
by Judebert
Wed Nov 22, 2006 6:46 pm
Forum: Expansion Pack
Topic: Couple of questions...
Replies: 110
Views: 81688

ejectItem is only defined in the player entity. It won't work for anything else. (So far as I can read this code.) So you should be able to force a player to eject a particular item: "Your illegal cargo will be ejected! Stop moving and do not evade our lasers!" But it's not defined for any...
by Judebert
Wed Nov 22, 2006 5:00 am
Forum: Expansion Pack
Topic: AI to launch multiple defense ships
Replies: 12
Views: 12561

I lied; I'm not too sleepy. I found a station with a dock-flat subentity and copied it so that the Anaconda had two docking slits. Big bubbas, hanging on either side. Turned it into the biggest TIE fighter you ever saw. No effect on defense ship launch speed, though. Unless there's some way to assig...
by Judebert
Wed Nov 22, 2006 4:42 am
Forum: Expansion Pack
Topic: AI to launch multiple defense ships
Replies: 12
Views: 12561

Okay, I'm looking through the code, and it looks like a 6-second delay is hardcoded. It's possible each subentity will have its own launch queue, but what do I really know? This language isn't C/C++, Modula, Ada, Fortran, Pascal, Java, PHP, or Perl. Heck, it isn't even APL. Close enough to C++ for m...
by Judebert
Tue Nov 21, 2006 3:07 pm
Forum: Expansion Pack
Topic: AI to launch multiple defense ships
Replies: 12
Views: 12561

I'm going to try multiple docking slits before I declare success. As it is, it's just too easy to pound the thing to death, then deal with the surviving escorts. Increasing its energy sounds like a possible remedy, though. I like using the role "escort", since it's brought up Sidewinders, ...
by Judebert
Tue Nov 21, 2006 5:44 am
Forum: Expansion Pack
Topic: AI to launch multiple defense ships
Replies: 12
Views: 12561

Maybe it's just that I run on a Linux system, but I get "Anaconda 304 does not respond to launchdefenseship" (and no sidewinders) if I don't use the same capitalization I found in the root stationAI.plist. launchDefenseShip; launchDefenseShip; launchDefenseShip woudn't work as the commands...