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by Killer Wolf
Sun Dec 10, 2023 3:15 pm
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

sigh.
so all the equipment seems wrking now, but when i go to my F8 the market is all zeros. i have no amended commodities list, why's the market data not populating?

TIA
by Killer Wolf
Sun Dec 10, 2023 11:39 am
Forum: Discussion
Topic: What The....
Replies: 8
Views: 1632

Re: What The....

haven't put anything ship-like in a script, has stationAI etc etc, no idea what happened, beyond guessing someone jumped close to it and somehow the cloud sucked in the station.
by Killer Wolf
Sat Dec 09, 2023 10:37 am
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

phkb wrote: Fri Dec 08, 2023 7:44 pm

Code: Select all

 this.updateEquipmentPrice - function (equipment, currentPrice) {
Your problem is in this line. That should be an = before “function”, not a -.
that's the chap! much obliged.
by Killer Wolf
Fri Dec 08, 2023 1:53 pm
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

yeah, EQ_FUEL has the long and short description in it too but aside from that it looks ok, everything compiles and is recognised ok, it's just that, eg, a cargo bay is being offered at C400 when i dock, instead of C200. script is this.updateEquipmentPrice - function (equipment, currentPrice) { var ...
by Killer Wolf
Thu Dec 07, 2023 4:31 pm
Forum: Discussion
Topic: What The....
Replies: 8
Views: 1632

What The....

just doing a test run to try and get this sctipt sorted, and my station....hyperspaced! https://i.postimg.cc/65ZHwCSB/oolite-143.png biggest cloud i've ever seen. i assume a ship jumped nearby and somehow the station got caught up? how do i stop that? i managed to follow it in and ended in the model...
by Killer Wolf
Thu Dec 07, 2023 3:10 pm
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

can't get that to work [your last example], do i still leave the overrides plist as it is, w/ the
"EQ_MISSILE" = {
"condition_script" = "KWiiprices.js";
};

"EQ_CARGO_BAY" = {
"condition_script" = "KWiiprices.js";
};

stuff in it?
by Killer Wolf
Wed Dec 06, 2023 4:29 pm
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

seem to have the new equipment working but my prices are still not playing. in my equipment-overrides i've got entries like "EQ_MISSILE" = { "condition_script" = "KWiiprices.js"; }; "EQ_CARGO_BAY" = { "condition_script" = "KWiiprices.js"; }...
by Killer Wolf
Sat Dec 02, 2023 11:39 am
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

thanks agan bud, i'll have a bit experiment :-)
by Killer Wolf
Fri Dec 01, 2023 4:44 pm
Forum: Discussion
Topic: Screenshots
Replies: 6853
Views: 2048372

Re: Screenshots

that looks fricking amazing.
by Killer Wolf
Fri Dec 01, 2023 4:43 pm
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

can you not make new equipment and the overrides particular to a single place? i was tweaking my station to have some better prices but it's all displaying in another Coriolis too.
by Killer Wolf
Wed Nov 29, 2023 11:20 am
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Re: Equipment-overrides :-/

magic, thanks bud :-)
by Killer Wolf
Sun Nov 26, 2023 3:30 pm
Forum: Discussion
Topic: Screenshots
Replies: 6853
Views: 2048372

Re: Screenshots

that's a beaut!
by Killer Wolf
Sun Nov 26, 2023 3:28 pm
Forum: Discussion
Topic: Equipment-overrides :-/
Replies: 23
Views: 5020

Equipment-overrides :-/

Struggling w/ this [and everything else, lol]. wiki says its entries override the normal equipment plist, so i've taken the stock equipment plist, renamed it and tweaked prices. docked at my station, nothing. log says "[plist.wrongType]: Property list is wrong type - expected NSDictionary, got ...
by Killer Wolf
Fri Nov 24, 2023 1:54 pm
Forum: Discussion
Topic: Saving At Stations
Replies: 26
Views: 5335

Re: Saving At Stations

magic, that's more consistent, thanks. any idea about the saving problem?
by Killer Wolf
Fri Nov 24, 2023 11:31 am
Forum: Discussion
Topic: Saving At Stations
Replies: 26
Views: 5335

Re: Saving At Stations

made a little progress, i can forward you the folders if you can't suss this out though; currently have a world-scripts that points to my script in Scripts. it says this.systemWillPopulate = function() { if (galaxyNumber === 0 && system.ID === 129) { system.setPopulator("II_station"...