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Search found 88 matches
- Fri Dec 01, 2006 2:57 pm
- Forum: Oolite-Linux
- Topic: DEBIAN OOLITE NOW AVAILABLE! ;-D
- Replies: 17
- Views: 17234
- 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...
- Fri Dec 01, 2006 2:51 pm
- Forum: Discussion
- Topic: Just saying hello in case I can help
- Replies: 13
- Views: 5563
- Wed Nov 29, 2006 6:52 pm
- Forum: Discussion
- Topic: Thanks for a brilliant version of Elite
- Replies: 59
- Views: 29228
- Wed Nov 29, 2006 4:56 pm
- Forum: Discussion
- Topic: Thanks for a brilliant version of Elite
- Replies: 59
- Views: 29228
- 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 ...
- Fri Nov 24, 2006 3:20 am
- Forum: Expansion Pack
- Topic: Couple of questions...
- Replies: 110
- Views: 81688
- Fri Nov 24, 2006 3:18 am
- Forum: Oolite-PC
- Topic: Graphics card undetected
- Replies: 11
- Views: 11380
- 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...
- Wed Nov 22, 2006 7:25 pm
- Forum: Expansion Pack
- Topic: Couple of questions...
- Replies: 110
- Views: 81688
- Wed Nov 22, 2006 6:46 pm
- Forum: Expansion Pack
- Topic: Couple of questions...
- Replies: 110
- Views: 81688
- 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...
- 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...
- Tue Nov 21, 2006 3:07 pm
- Forum: Expansion Pack
- Topic: AI to launch multiple defense ships
- Replies: 12
- Views: 12561
- Tue Nov 21, 2006 5:44 am
- Forum: Expansion Pack
- Topic: AI to launch multiple defense ships
- Replies: 12
- Views: 12561