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by phkb
Sun Aug 03, 2014 4:46 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

Also, for the instances where I do find a AIScript.oolite_priorityai, when I do the performAttack and reconsiderNow, I'm not getting any of them to decide to drop cargo. Yet if I fire a shot at them they drop and run straight away.
by phkb
Sun Aug 03, 2014 4:11 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

I'm noticing that some ships don't seem to have a "AIScript.oolite_priorityai". In particular, any "Hognose" ships I come across or even create. Is this due to some issue with the Hognose, or something I should consider on a wider scale (ie. OXP ships's pre v1.79)?
by phkb
Sun Aug 03, 2014 3:55 am
Forum: Suggestion Box
Topic: Wiki core shipset pics need updating?
Replies: 10
Views: 6225

Re: Wiki core shipset pics need updating?

I say, awesome, too! But can someone also do the whole you-beaut update thingy to the stations as well? See http://wiki.alioth.net/index.php/Oolite_Stations
by phkb
Fri Aug 01, 2014 11:31 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

Right, don't know how I missed the "subEntities" property. Thanks for the help!
by phkb
Fri Aug 01, 2014 7:55 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

Question: how do you find the dock related to a station. The wiki says that each station has at least one, but I can't find any in the entire system. I used this code to try and track one down, but no entity says "isDock = true". Maybe I've missed something here: this._reportAllEntities = ...
by phkb
Fri Aug 01, 2014 5:41 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

Thanks, Norby. That's very helpful.
by phkb
Thu Jul 31, 2014 11:02 pm
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

And a general OXP development question: is there a script I can use to easily put some specific ships in scanner range? Testing this OXP would be a lot simpler if I could launch and find a certain target to test on.
by phkb
Thu Jul 31, 2014 10:59 pm
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

wow, phkb, you must be really good at programming if you managed to get that much done so quickly! Well, programming is my day job! cim, regarding the dump cargo response, in order to determine the response of the target (either "Here's some cargo", or "I'll fight you for it"), ...
by phkb
Thu Jul 31, 2014 7:36 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

cim, by the way, my summary back a few posts wasn't to indicate I hadn't read your earlier posts where you answered some of the questions. Sorry if it came across that way. I was just pointing out the progress I had made and where work is still to be done. All your suggestions have been really helpf...
by phkb
Thu Jul 31, 2014 6:35 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

For the dump cargo issue, could I run the "target.dumpCargo()" function, then do "target.performFlee()". Would that achieve the same thing? For getting a pirate band to flee, how can I tell if the band is robbing you, as distinct to just wanting to kill you for the bounty? Edit: ...
by phkb
Thu Jul 31, 2014 5:16 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

And another question: Is there a simple way of assessing the power of one ship over another? ie. comparing a Krait to a Cobra, or a Sidewinder to a Fer-de-lance.

Edit: Actually I think I found this one: ship.threatAssessment.
by phkb
Thu Jul 31, 2014 5:12 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

Another question: What's the simplest method of making an entire pirate group leave the player alone, or decide to stop attacking? Completely, no refunds.
by phkb
Wed Jul 30, 2014 10:24 pm
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

What I have at the moment is a functional environment, but nothing that actually changes the gameplay. The MFD will display different message options based on what is currently targeted and the alert status. It will keep track of who you have sent a greeting to since your last launch, and remove tha...
by phkb
Wed Jul 30, 2014 10:14 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

With regard to requestDockingInstructions, I call the function and get a message like "Xeaten Station here. We have uploaded docking instructions to your flight console." No further messages come. If I send the request again nothing happens, so I'm assuming it's waiting for my ship to do s...
by phkb
Wed Jul 30, 2014 9:52 am
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15944

Re: Ship-to-Ship Comms OXP

Thanks cim, I'll give it a try and see what I find. Another issue: I'm using shipTargetLost to track when the players target disappears out of range, which works fine. However, the event doesn't appear to fire if the target disappears down a wormhole. How can I determine if the target vanishes via a...