Ah, so I can change this in the script directly. Good foresight, Sir!
So, you can break the tractor beam if you do too sharp turns?
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More details in this thread.
More details in this thread.
Search found 363 matches
- Mon Sep 23, 2013 11:40 am
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 231944
- Sun Sep 22, 2013 11:17 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 231944
Re: [RELEASE] Towbar OXP v0.9
Hey Norby, I didn't find anything in the latest.log, otherwise I had posted it of course. Guess I'll try to nail down the OXP in question tomorrow. Thinking about it, I remember having a similar problem with the Random Hits-OXP and the same OXP setup, so it's probably not your fault at all. Maybe I ...
- Sun Sep 22, 2013 8:28 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 231944
Re: [RELEASE] Towbar OXP v0.9
I wanted to make a demo video out of it since I think your OXP sounds pretty amazing. I got a rescue mission straight away and I got told that the derelict in question is marked with a "T" on the Advanced Space Compass. However, there's no T on the compass. :( You can watch me being confus...
- Thu Sep 19, 2013 1:31 pm
- Forum: Expansion Pack
- Topic: [RELEASE] : Generic Dynamic HUDs switching
- Replies: 51
- Views: 22014
Re: [RELEASE] : Generic Dynamic HUDs switching
The site is down, is that something permanent?
- Mon Jul 22, 2013 12:04 pm
- Forum: Expansion Pack
- Topic: BGS - The BackgroundSet
- Replies: 738
- Views: 396375
Re: BGS - The BackgroundSet
Wow, that looks awesome already
- Fri Jul 05, 2013 12:13 pm
- Forum: Expansion Pack
- Topic: Questions about making an audio OXP
- Replies: 21
- Views: 8992
Re: Questions about making an audio OXP
Okay, then it's a bug on my side. I don't get any sound while scooping, for cargo at least.
Good to know that this bug isn't happening anymore, though Thanks for the update.
Good to know that this bug isn't happening anymore, though Thanks for the update.
- Fri Jul 05, 2013 7:48 am
- Forum: Expansion Pack
- Topic: [Release] Anarchies facelift oxp 0.5
- Replies: 26
- Views: 21599
Re: [Release] Anarchies facelift oxp 0.4
Great idea! That was something I often missed. Thanks!
- Thu Jul 04, 2013 9:31 pm
- Forum: Expansion Pack
- Topic: Questions about making an audio OXP
- Replies: 21
- Views: 8992
Re: Questions about making an audio OXP
Oh, sorry. I'm flying an Adder since 1.77, so I didn't really scoop anything. What has changed in the code?
- Thu Jul 04, 2013 8:33 am
- Forum: Expansion Pack
- Topic: Questions about making an audio OXP
- Replies: 21
- Views: 8992
Re: Questions about making an audio OXP
So, if I wanted to use different intervals or even more sounds - like start, loop and end - , do I get that right that I had to mute the core sound by providing a mute replacement, and then trigger my own using the script handlers shipScoopedFuel and shipScoopedOther? Sorry if I ask every little ste...
- Wed Jul 03, 2013 10:06 pm
- Forum: Expansion Pack
- Topic: Questions about making an audio OXP
- Replies: 21
- Views: 8992
Re: Questions about making an audio OXP
I see, thanks
- Wed Jul 03, 2013 9:09 pm
- Forum: Expansion Pack
- Topic: Questions about making an audio OXP
- Replies: 21
- Views: 8992
Re: Questions about making an audio OXP
Ah, that's awesome, thanks! I don't really get the length issue, though. The length of the clip is the length of the sound file, but still the scoop-sound is too long...? How can it be too long if the length of the sound file defines the length of the clip? Or is it just the scooping interval (which...
- Wed Jul 03, 2013 8:26 pm
- Forum: Expansion Pack
- Topic: Questions about making an audio OXP
- Replies: 21
- Views: 8992
Re: Questions about making an audio OXP
Can I influence if a sound is looped? Is the length of a clip fixed? E.g. I noticed that there's the clip in the BGS that says "scoop active", but it would always start the next loop after "scoop" already, so you hear the "...active" only when the scoop is actually no l...
- Sat Jun 15, 2013 6:07 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1047
- Views: 398344
Re: Random Hits OXP
Alright, thanks! I already did the trip directly back to the Witchpoint beacon and didn't find him, but I'll have a look into the logs.
- Sat Jun 08, 2013 1:11 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1047
- Views: 398344
Re: Random Hits OXP
I took my first random hits mission and now I've been flying around in the target system for hours and can't find the target. Is that a usual behaviour, or could it be that the target was already eliminated and the mission didn't get updated? If that's so, how can I cancel the mission and take a new...
- Thu Jun 06, 2013 11:33 am
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 733001
Re: Griff's normalmapped ship remakes
Speaking of which, I guess it's not easily possible to put Griff's Hognose into the Anarchies OXP, or is it? As far as I understood it, the Hognose, tugline and tugged ship belong to one model... Not that I don't like Murgh's Hognose, but since my Ooniverse is already filled with Griff's ships, it'd...