True, difference is that RH could be destroyed,
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- Mon Aug 15, 2022 12:41 pm
- Forum: Discussion
- Topic: Saving in-station
- Replies: 21
- Views: 7190
- Mon Aug 15, 2022 12:13 pm
- Forum: Discussion
- Topic: Saving in-station
- Replies: 21
- Views: 7190
Re: Saving in-station
Absolutely correct, the main-station can't be destroyed, at least not without an OXP, and is always at the same location.Cholmondely wrote: ↑Mon Aug 15, 2022 12:09 pmIn the original game one could only save at the Main Orbital Station. Save Anywhere was the first attempt to expand beyond this, allowing saves at OXP stations.
- Mon Aug 15, 2022 8:05 am
- Forum: Discussion
- Topic: Saving in-station
- Replies: 21
- Views: 7190
Re: Saving in-station
Question for the devs- why is saving only available in-station and not in space? I always assumed that is done for technical reasons. Oolite needs exact, fixed coordinates to save a game, so a moving object is out of the question, Some OXP stations will not offer a save, simply of the way they were...
- Tue Aug 02, 2022 12:11 am
- Forum: Expansion Pack
- Topic: Easter Eggs
- Replies: 10
- Views: 3896
Re: Easter Eggs
Not really an Easter egg but ADCK Imperial Trader and Wyvern Explorer include some rare encounters with ships from the Achenar Empire or the Alliance of Independent Systems.Cholmondely wrote: ↑Mon Aug 01, 2022 11:59 pmGentle Reminder!
Are there any more OXP's with Easter Eggs which should be added to the list above?
- Wed Jul 27, 2022 1:13 pm
- Forum: Discussion
- Topic: Docking that is delightful
- Replies: 13
- Views: 3990
Re: Docking that is delightful
Agreed, the dock isn't in the correct position. I intended to change that with the next release, but I still have Bulk Haulers pending, Unfortunately I currently only got 1 - 2 h a day to work on Oolite.
- Tue Jul 26, 2022 1:42 am
- Forum: Discussion
- Topic: help needed
- Replies: 16
- Views: 4236
Re: help needed
Maybe I'll try to remake that ship. and thank you all. you guys were so helpful. I'm surprised a small game like oolite could have such an active community Welcome on board, Commander, need little ship you got here. :wink: You can find a working OXP here: https://app.box.com/s/rjp0njcno1pasczbtxhfq...
- Mon Jul 25, 2022 1:46 pm
- Forum: Expansion Pack
- Topic: [RELEASE] GHOST Gunship (V1.2)
- Replies: 27
- Views: 10756
Re: [RELEASE] GHOST Gunship (V1.2)
That's a mighty weird ship! S9 model had some flaws, these materials cover most of it. A semi-organic hull, capable to regenerate to a certain extent while docked, therefore reduced maintenance. Pretty powerful armory and kind of scary look. Still a WIP, just toying with it in the mornings during c...
- Mon Jul 25, 2022 1:33 pm
- Forum: Expansion Pack
- Topic: [RELEASE] GHOST Gunship (V1.2)
- Replies: 27
- Views: 10756
Re: [RELEASE] GHOST Gunship (V1.2)
Does anybody by accident still have version 1.0 and the model there ? The chopped polygon version from 1.20 unfortunately have some flaws. :roll: https://wiki.alioth.net/img_auth.php/c/cb/GHOST_gunship.JPG Never mind, I toyed around with textures, gave the ship a semi-organic hull and made it, well...
- Sun Jul 24, 2022 1:50 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736096
Re: Scripters cove
Strange, I will run some tests tomorrow. However, please try this one: escort_roles = ( { role = "navy-asp"; min = -2; max = 4; } ); Finally, back on a real screen, so I actually could see what I am copying. The min = -2 should have been min = 2 , my apologies. However, It is strange that...
- Sun Jul 24, 2022 12:53 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736096
Re: Scripters cove
I've updated the wiki a bit to hopefully explain things a bit more. It's a bit tricky: as you say earlier, I find it easy to understand, but I'm a programmer. It's hard to know where exactly to add descriptions, without writing an OXP for every function! (Although, perhaps, in fairness, an OXP for ...
- Sun Jul 24, 2022 12:23 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736096
Re: Scripters cove
So it's "inheriting" boa-mk2's escort_roles ...but shouldn't defining escorts override that? Well, it should, but it doesn't. :roll: What you can try is "escort_roles" = " "; "escorts" = 4; "escort_role" = "navy-asp"; I didn't test it, but...
- Sat Jul 23, 2022 11:04 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736096
Re: Scripters cove
I'm having problems getting the desired escorts for a Boa 2... For simple escorts you can use escort_role (the role of the ship) or escort_ship (the key of the ship). Combining it with escorts and a number might be useful. escort_roles offers you a variable number of escorts, you can assign only 1 ...
- Sat Jul 23, 2022 4:34 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736096
Re: Scripters cove
I'm having problems getting the desired escorts for a Boa 2... Which one of these should work: "escort_role" = "navy-asp"; "escort-role" = "navy-asp"; "escort-ships" = "navy-asp"; "escort-ship" = "navy-asp"; "escor...
- Fri Jul 22, 2022 12:41 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736096
Re: Scripters cove
Not exactly, as 3 persons tried to tell you, a condition script is standard while TL 99 is a hack.Slartibartfast wrote: ↑Fri Jul 22, 2022 10:49 amHello
O.K.
i understand
the condition script is the "Bentley"
but i only need a backpack
- Thu Jul 21, 2022 1:09 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736096
Re: Scripters cove
Hi montana when i set "available_to_all" = no i can´t install that via script/player.ship.awardEquipment with "99" and "= yes" it works as i want I had a similar issue in the past, just can't remember in which OXP. As much as I recall, I used a condition script at the ...