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- Tue Oct 16, 2012 3:52 pm
- Forum: Expansion Pack
- Topic: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+
- Replies: 54
- Views: 36173
Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+
Hi all. This is my first post and firstly I just want to add my thanks for all of your hard work. I'm working my way through the novels as I'm playing - and enjoying every minute. :D Anyhoo, just looking at my logs this morning and found this: 11:07:33.482 [script.javaScript.warning.ooliteDefinedEr...
- Fri Oct 12, 2012 4:48 pm
- Forum: Expansion Pack
- Topic: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)
- Replies: 77
- Views: 59411
Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)
Thanks so much for the kind remarks pagroove and Disembodied. @Disembodied: In a day or so the new damage routines for 0.9 will be installed on the player as they are working very well on the npcs and then I can adjust percentages and do minor tweaks. At this very second you've inspired 2 possible c...
- Fri Oct 12, 2012 4:12 pm
- Forum: Discussion
- Topic: Progress
- Replies: 2069
- Views: 840413
Re: Progress
Cool, just as long as this isn't the overwhelmingly common npc behavior. Well, anything without an aft laser will be fine, so how common it is depends on your ship mix. Incidentally, I'm seeing missiles fly off in every direction except the ship I targeted. Are missiles also using random-but-low ac...
- Tue Oct 09, 2012 4:45 pm
- Forum: Suggestion Box
- Topic: An alternative to buying ships
- Replies: 12
- Views: 9342
Re: An alternative to buying ships
:? I don't get it... What so fun about accounting and taxes and making payments? Would much rather see a shipset which has subents for different pieces of equipment that are removed when the respective equipment is damaged or not installed. Now that would be fun. 8) I wonder if someone is working on...
- Tue Oct 09, 2012 4:24 pm
- Forum: Expansion Pack
- Topic: [UPDATED RELEASE] - Breakable 'Standard' Equipment OXPs.
- Replies: 44
- Views: 51091
Re: [UPDATED RELEASE] - Breakable 'Standard' Equipment OXPs.
(it's fun trying to line up to dock with BGS hyperspace effect on the go as-well :wink:) Enjoy it as long as it's possible .-) The next version won't spawn the effect anymore before the jump as we have a new toy - VisualEffect! And as bonus it gets a new shader as well .-) This sounds very cool. 8)
- Tue Oct 09, 2012 4:11 pm
- Forum: Expansion Pack
- Topic: Beta OXPs for Trunk 1.77
- Replies: 106
- Views: 25605
Re: Beta OXPs for Trunk 1.77
The glow from CargoSpotter would be useful to integrate into Military Targeting and AI Combat Assistant OXPs. Already on my short term "todo" list for upgrades to the military targetting system, in addition to upgrading 2 other as yet unreleased oxps that are still betas and possibly one ...
- Thu Oct 04, 2012 4:01 pm
- Forum: Expansion Pack
- Topic: Military Fuel Injectors OXP
- Replies: 48
- Views: 33056
Re: Military Fuel Injectors OXP
@Thargoid: Try changing "player.ship.velocity = player.ship.vectorForward.multiply(player.ship.maxSpeed)" to "player.ship.velocity = player.ship.thrustVector" and see if that works for you. This is what I used to kill the extra momentum in the Q-Charger.oxp, has worked for a long...
- Mon Oct 01, 2012 5:22 pm
- Forum: Testing and Bug reports
- Topic: firing frequency of NPC mining laser
- Replies: 21
- Views: 7065
Re: firing frequency of NPC mining laser
I have a thought cim: :idea: Why not make the npcs fire bursts or groups of shots, perhaps have accuracy determine how many shots can be grouped together and the pause time between groups with a small random variation for both. This could in effect simulate the noob pilot with bad marksmanship firin...
- Mon Oct 01, 2012 5:01 pm
- Forum: Expansion Pack
- Topic: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)
- Replies: 77
- Views: 59411
Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)
Just little progress report for upcoming version 0.9. I currently have most of the extra damage events coded but they need tweaking for the player still and much more testing. In addition there are still a few things on my to do list for other enhancements so should have 0.9 available in a couple of...
- Mon Oct 01, 2012 4:41 pm
- Forum: Testing and Bug reports
- Topic: firing frequency of NPC mining laser
- Replies: 21
- Views: 7065
Re: firing frequency of NPC mining laser
I like the idea of unified laser firing rates since this will make npc equipped lasers from my customlasers oxp easier to implement. Provided the npcs laser fire rates are made to be the same as the players laser fire rates and not vice-versa as I use the beam lasers 0.1 fire rate to simulate weapon...
- Mon Oct 01, 2012 3:35 pm
- Forum: Expansion Pack
- Topic: {UPDATED RELEASE] GalTech Escape Pods
- Replies: 42
- Views: 16284
Re: {RELEASE] GalTech Escape Pods
Very nice Shipbuilder, looks like the one R2D2 and C3P0 used in the first star wars movie. Downloaded and will try it out. Oh gawd they are faster than standard pods? I'll chasing those things all over the systems! I rather like that idea... different speeds for different types of escape pod? The fl...
- Mon Sep 24, 2012 3:44 pm
- Forum: Expansion Pack
- Topic: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)
- Replies: 77
- Views: 59411
Re: CustomShieldsv081.oxp(NEW RELEASE)(Sept. 12, 2012)
CustomShieldsv083.oxp is now available for download. Sept. 24, 2012 changelog: version 0.83 -blown panels redone as a separate scripted cargo entity to resolve many issues. -full cloaking device compatibility, shield effects now work for the victim of any cloaked attacker, including the player. I th...
- Mon Sep 24, 2012 3:34 pm
- Forum: Expansion Pack
- Topic: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)
- Replies: 77
- Views: 59411
Re: CustomShieldsv082.oxp(NEW RELEASE)(Sept. 17, 2012)
Well, that was an interesting weekend of scripting and playtesting, and the result was excellent. There is now full cloaking device compatibility for this oxp as any ship(player, npc or thargoid) attacked by a cloaked vessel, including a cloaked player ship, has its' shields effects work properly. A...
- Fri Sep 21, 2012 4:44 pm
- Forum: Expansion Pack
- Topic: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)
- Replies: 77
- Views: 59411
Re: CustomShieldsv082.oxp(NEW RELEASE)(Sept. 17, 2012)
There isn't a direct way of getting a whom for a cloaked ship (as that would rather defeat the object) but you do have shipBeingAttackedByCloaked event. You could use that to kick off a scan to see if there is a cloaked player ship nearby (scan for an entity that isPlayer, isShip and isCloaked) and...
- Fri Sep 21, 2012 4:41 pm
- Forum: Expansion Pack
- Topic: Capital player ship with detachable docking module
- Replies: 31
- Views: 10479
Re: Capital player ship with detachable docking module-PoC
These ideas will bloom in 1.77.
Way to go Smivs!
Way to go Smivs!