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- Sun Jul 24, 2022 9:53 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
Hello =>TL99 @phkp sorry for late answer That line is unnecessary. "context" is passed into the function by the core code when it's checking the equipment item. If you were encountering situations that made that line of code necessary, then something else is happening, and we'd need a bit ...
- Sat Jul 23, 2022 2:01 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
Hi this seems to work: :D // test "use strict"; this.name = "QVE_Rackspace_Conditions"; var context = "scripted"; // added this.allowAwardEquipment = function (equipment, ship, context) { if (context == "scripted") return true; return false; } but i did not un...
- Sat Jul 23, 2022 12:03 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
thx ==> code i`ll try now ---------------------------------------- I think the name comes from the function you execute to give equipment to a ship: ship.awardEquipment. So, what "allowAwardEquipment" is saying is "Allow the 'awardEquipment' function" such explanations i miss in ...
- Fri Jul 22, 2022 8:32 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
hi a condition script is standard while TL 99 is a hack. yes yes -- i already understood but no matter.... -------------------- i have tried to find an example with the same properties, that i need, in different oxp/oxz ---> no success btw. i have problems to understand the information in some wiki ...
- Fri Jul 22, 2022 10:49 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
Hello O.K. i understand the condition script is the "Bentley" but i only need a backpack (99,0,"Remaining Module-Rackspace","EQ_RACKSPACE","Rackspace bla bla bla", { "available_to_all" = yes; "requires_equipment" = "EQ_Q_BASE_SYSTEM&qu...
- Thu Jul 21, 2022 1:53 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
--> equipment.plist / TL99
hmmm
a "condition-script " as solution
for me that seems to be more a "workaround"
==> for the next time i stay with "99"
and
( linux/bash)
hmmm
a "condition-script " as solution
for me that seems to be more a "workaround"
==> for the next time i stay with "99"
and
( linux/bash)
Code: Select all
grep -v deprecated Latest.log > Last.log
- Thu Jul 21, 2022 1:13 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
==> equipment.plist / requires
ok this works fine
maybe the wiki should be updated
like this:
"requires_equipment" = ("EQ_FUEL_SCOOPS, "EQ_OTHER"); // array of strings - add as much as you want
ok this works fine
Code: Select all
"requires_equipment" = ("EQ_A","EQ_B");
like this:
"requires_equipment" = ("EQ_FUEL_SCOOPS, "EQ_OTHER"); // array of strings - add as much as you want
- Thu Jul 21, 2022 12:50 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
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
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
- Thu Jul 21, 2022 10:59 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
next question about equipment.plist
to make "requires (equipment_a AND equipment_b)"
i have made this
does anybody now a better way?
cheers
to make "requires (equipment_a AND equipment_b)"
i have made this
Code: Select all
"requires_equipment" = "EQ_A";
"requires_any_equipment" = ("EQ_B");
cheers
- Thu Jul 21, 2022 10:27 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
hi ==> equipment.plist from: https://wiki.alioth.net/index.php/Equipment.plist 1) The first entry is an integer that determines the technical level from which the equipment can be bought. A level of 99 has a special meaning. Only this value can be changed by script. Please note that the number displ...
- Sat Jul 16, 2022 2:30 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
Hello Admiral
Thank you!
--- works great
only one small correction
in the second script snip i had to replace
player.credits += paid;
---with
player.credits += (paid / 10);
else i have a moneymaking machine.
cheers
Slartibartfast
Thank you!
--- works great
only one small correction
in the second script snip i had to replace
player.credits += paid;
---with
player.credits += (paid / 10);
else i have a moneymaking machine.
cheers
Slartibartfast
- Fri Jul 15, 2022 6:50 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736353
Re: Scripters cove
Hello again i have some simple questions ===> equipment.plist / "canCarryMultiple" F.x. from "FuelTweaks.oxz": --> "Quirium Fuel Storage Unit" - - (Is it possible to / How can i) get the number of installed pieces in a script? - - Is it possible the set a maximum of pie...
- Tue Jul 12, 2022 6:15 pm
- Forum: Expansion Pack
- Topic: Xenon HUD
- Replies: 134
- Views: 125616
Re: Xenon HUD
hello
i have just installed "XenonHUD 3.8.9"
... i miss the line with "selected missile: ...... "
// lower left part of the display //
matthias
i have just installed "XenonHUD 3.8.9"
... i miss the line with "selected missile: ...... "
// lower left part of the display //
matthias
- Thu Jun 30, 2022 10:36 pm
- Forum: Expansion Pack
- Topic: Missing Ship Specifications
- Replies: 58
- Views: 14465
Re: Missing Ship Specifications
Hello Sorry - i misunderstood the meaning of this thread. i thought, that specifications are missing very often in ship oxp's. ( i often stumble about ... ) The meaning seems to be " missing more different groups for ship specification " -- ==>> ignore my first post in this thread matthias
- Wed Jun 29, 2022 12:20 am
- Forum: Suggestion Box
- Topic: In-game keyboard configuration
- Replies: 143
- Views: 48191
Re: In-game keyboard configuration
Hi
slartibartfast
oh man! -- a lot of workOolite *will* be using scancodes, that are then translated into a unicode value.
slartibartfast