
I will enjoy to check the new event handlers. Can I help to document it?
Moderators: winston, another_commander
Thanks for offering: mostly they're not documented because I haven't tried to use them for a "real" application yet, and it may turn out I need to alter the API when I do. The changes not related to the Javascript AI project should be fairly stable, though, so if you want to add those to the wiki, go ahead - use theNorby wrote:Can I help to document it?
{{Oolite-prop-added|1.79}}
or {{Oolite-method-added|1.79}}
templates to mark them.Code: Select all
escort_roles = (
{ role = "escort"; min = -2; max = 2; },
{ role = "escort-medium"; min = 0; max = 4; },
{ role = "escort-heavy"; min = -4; max = 2; },
{ role = ""; min = 0; max = 2; } // spare slots for wandering escorts
);
auto_weapons
" flag (default false) to shipdata similar to the existing "auto_ai
". This is readable by JS in ship.autoWeapons
, and the populator will only change the ship's assigned weapons (and occasionally equipment) according to role if it's set, letting us vary the weapon use in pirate, escort and hunter packs without having to define several variations on the same ship. <looks up> That's very interesting - I like rock hermits.cim wrote:In other news, it's now possible to save at non-main stations, provided those stations were added by a populator function marked as "deterministic", and aren't moving. Obviously for now that's just Rock Hermits.
The Viper jocks will be mightily relieved at not having to deal with me fighting my way into main stations!Griff wrote:... give the player outlaw status and ban them from the galcop stations until they clear their legal status
There, fixed that for you.cim wrote:In other news, it's now possible to save at non-main stations, provided those stations were added by a populator function marked as "deterministic", and aren't moving. Obviously for now that's just Rock Hermits.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
shipClassName
(defaults to name) and shipUniqueName
(defaults to the empty string), to reduce the need to try to parse ship names if you just want particular components. displayName
still works as before, but if it's not set will be assembled sensibly from the name components. Again, there's an interface screen to let players set their ship name without having to go to the lengths of making an OXP if all they want is the name. (This will also be needed later in the core game development for the Scanner Targeting Enhancement label customisation, and for some of the comms in the new AIs)Seems to work.cim wrote:(BIG NOTE: you probably want to backup your save games before updating. I think it all works properly, but there could be some bugs, especially on the Mac port which I can't test personally)