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- Sun Aug 24, 2014 12:24 am
- Forum: Expansion Pack
- Topic: Getting the current engine thrust level
- Replies: 3
- Views: 4599
Re: Getting the current engine thrust level
Welcome to the boards streb2001 Nice job on the script, I was thinking about missing engine sound for the player only yesterday. Excellent! Thank you, that works nicely. I now have a custom engine roar whose volume is proportional to my speed. btw I have done this by hacking the main script in the B...
- Sun Aug 24, 2014 12:12 am
- Forum: Expansion Pack
- Topic: Split: Deployable subentities
- Replies: 99
- Views: 37832
Re: Split: Deployable subentities
Ok, got this stutter issue sorted by getting rid of the timer and using only functions instead. Everything is working perfectly now without stuttering. So instead of using this function: this.checkNPCalert = function() { if (this.ship.hasHostileTarget == false || this.ship.alertCondition == 2) { thi...
- Sat Aug 23, 2014 7:10 pm
- Forum: Expansion Pack
- Topic: Split: Deployable subentities
- Replies: 99
- Views: 37832
Re: Split: Deployable subentities
I am having a little issue, which is bugging me bigtime. In the npc_cobramk3_actions.js file (ZZ_HPC_Cobra_mk3.oxp) there is some code that checks the status of the NPC's hostility and opens/closes weapon bay doors for the NPC's based on a the timer which seems to cause a "stutter" ingame,...
- Sat Aug 23, 2014 4:32 pm
- Forum: Expansion Pack
- Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
- Replies: 106
- Views: 74069
Re: [REL] Cobra Mk3 (Hi Poly Classic) beta 3 Release AUG 22
That should be pretty straightforward and not particularly daunting assuming your GPU is not defective. If you're on windows and don't want yo risk screwing things up then what you can do is : - create a restore point - go to the radeon website, probably the support section, and if it works like nvi...
- Sat Aug 23, 2014 1:20 pm
- Forum: Expansion Pack
- Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
- Replies: 106
- Views: 74069
Re: [REL] Cobra Mk3 (Hi Poly Classic) beta 3 Release AUG 22
It is always good practice to read the first post again, as I change it when something new happens. Since this ship not only implies eye candy but also gameplay mechanics, it's not necessarily a no brainer like ships that just have basic Plists, and model. However, judging by your post I am glad it ...
- Sat Aug 23, 2014 11:06 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736327
Re: Scripters cove
Thanks Cim,
As you said earlier, this one needs skill. Thank you for your time and good advice.
As you said earlier, this one needs skill. Thank you for your time and good advice.
- Fri Aug 22, 2014 9:42 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736327
Re: Scripters cove
Possible workaround solution for equipment attached to subentity destroy and purchase mechanics for the player ship. Just would like to know if this could circumvent the fact that there is no subentities.add, and if I missed any steps with my reasoning. OPTION A Check damage status of purchased equi...
- Fri Aug 22, 2014 2:56 pm
- Forum: Expansion Pack
- Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
- Replies: 106
- Views: 74069
Re: [REL] Cobra Mk3 Hi Def (HPC) beta 3 Release AUG 22 2014
New features in the pack, read first post please, and enjoy the release.
- Fri Aug 22, 2014 9:36 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736327
Re: Scripters cove
Thx Cim, that works now.
- Fri Aug 22, 2014 2:38 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736327
Re: Scripters cove
Player ship already works, trying to find same for NPC's but: this.$checkNPCalert = function() { if (this.ship.hasHostileTarget == false) { this.$laserDoorClosed(); } if (this.ship.hasHostileTarget == true) { this.$laserDoorOpen(); this.ship.commsMessage("DEBUG ATTACKING"); } } Is there an...
- Thu Aug 21, 2014 2:01 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736327
Re: Scripters cove
Thx Wildeblood, that worked
- Thu Aug 21, 2014 1:33 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736327
Re: Scripters cove
can someone tell me what the correct code is to check if the player ship weapons online button has been pressed ? this.isLaserOnline = function() { if (this.weaponsOnline == true) { player.consoleMessage("Debug MSG:Weapons Online"); //this.laserBayDoorOpen(); } if (this.weaponsOnline == fa...
- Tue Aug 19, 2014 11:25 am
- Forum: Expansion Pack
- Topic: Split: Deployable subentities
- Replies: 99
- Views: 37832
Re: Split: Deployable subentities
I think I just have to split up the code for NPC's and Player into two different javascript files. This should solve the conflict problems.
EDIT:
Most problems have been resolved up until now.
EDIT:
Most problems have been resolved up until now.
- Tue Aug 19, 2014 10:19 am
- Forum: Expansion Pack
- Topic: Split: Deployable subentities
- Replies: 99
- Views: 37832
Re: Split: Deployable subentities
1) what doesn't work? 2) it'd be easier if you provided a beta version to go with HPC.oxp to test. Yes, That was the plan, apparently I forgot to press the send button in this post, after updating the main HPC Cobra Mk3 thread. Made some last code changes, testing results welcome. The link is alrea...
- Mon Aug 18, 2014 9:06 pm
- Forum: Expansion Pack
- Topic: Split: Deployable subentities
- Replies: 99
- Views: 37832
Re: Split: Deployable subentities
Right, here's what I've got so far after some spit and polish. Still needs some testing, some things not yet working. this.name = "HPC Cobra Mk3 ship scripts"; this.author = "Cim, Dertien"; this.contributors = "Cim, Neelix, Zirael, Eric Walsh"; this.copyright = "At...