[RELEASE] ETT Homing beacon 1.02
Moderators: winston, another_commander
[RELEASE] ETT Homing beacon 1.02
The ETT Homing Beacon has been updated to version 1.02
changes :
- converted to OpenStep and Javascritp
- Hud icons added
- flashers corrected
Download
Todo :
- compass icons (the Hud icons become to small when used as compass icons).
- better/different models
- beacon from beacon launcher gives a beacon launcher or 25 kg Gold on scooping
beacon missile can be scooped but gives nothing. Change this ?
- NPCs scoop the beacon - look into ways to prevent this ?
changes :
- converted to OpenStep and Javascritp
- Hud icons added
- flashers corrected
Download
Todo :
- compass icons (the Hud icons become to small when used as compass icons).
- better/different models
- beacon from beacon launcher gives a beacon launcher or 25 kg Gold on scooping
beacon missile can be scooped but gives nothing. Change this ?
- NPCs scoop the beacon - look into ways to prevent this ?
Last edited by Lone_Wolf on Mon Apr 04, 2011 3:04 pm, edited 1 time in total.
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
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- JensAyton
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Re: [RELEASE] ETT Homing beacon 1.02
In shipdata.plist, setLone_Wolf wrote:NPCs scoop the beacon - look into ways to prevent this ?
cargo_type = "CARGO_NOT_CARGO";
.E-mail: [email protected]
Re: [RELEASE] ETT Homing beacon 1.02
Code: Select all
"cargo_type" = "CARGO_SCRIPTED_ITEM";
script = "ettHomingBeacon.js";
Can "CARGO_NOT_CARGO" items be scooped by players and if so, how can i attach a script to the scooping ?
Last edited by Lone_Wolf on Fri Apr 01, 2011 8:05 pm, edited 1 time in total.
OS : Arch Linux 64-bit - rolling release
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- JensAyton
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Re: [RELEASE] ETT Homing beacon 1.02
Good point! You can’t get an event for the scooping if it isn’t
CARGO_SCRIPTED_ITEM
. Oh, and it turns out the player wouldn’t be able to scoop it either.E-mail: [email protected]
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Re: ETT Homing beacon 1.02 [Release]
I'd suggest to remove the 25 Gold option completely, and also the check for if the player already has a beacon launcher. Why shouldn't you be able to have two or more beacon launchers?Lone_Wolf wrote:- beacon from beacon launcher gives a beacon launcher or 25 kg Gold on scooping
beacon missile can be scooped but gives nothing. Change this ?
I wouldn't do that. If you deploy a beacon and leave the site, you should still be at risk that someone else has found it before you get back. After all, I don't think of the beacon as a court-proof way of legally claiming the cargo as yours.Lone_Wolf wrote:- NPCs scoop the beacon - look into ways to prevent this ?
So I'd suggest to simplify the script like this:
Code: Select all
this.shipWasScooped = function(scooper)
{
if (scooper.isPlayer)
{
if (player.ship.canAwardEquipment("EQ_BEACONLAUNCHER_MINE")
{
player.ship.awardEquipment("EQ_BEACONLAUNCHER_MINE");
}
}
}
Code: Select all
"weapon_energy" = "0.0";
};
}
- JensAyton
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Re: ETT Homing beacon 1.02 [Release]
Yeah, but as it stands stations will launch scavengers for beacons.Commander McLane wrote:I wouldn't do that. If you deploy a beacon and leave the site, you should still be at risk that someone else has found it before you get back. After all, I don't think of the beacon as a court-proof way of legally claiming the cargo as yours.Lone_Wolf wrote:- NPCs scoop the beacon - look into ways to prevent this ?
General equipment isn’t limited to the player these days. Also, you don’t need to callCommander McLane wrote:So I'd suggest to simplify the script like this:Code: Select all
this.shipWasScooped = function(scooper) { if (scooper.isPlayer) { if (player.ship.canAwardEquipment("EQ_BEACONLAUNCHER_MINE") { player.ship.awardEquipment("EQ_BEACONLAUNCHER_MINE"); } } }
canAwardEquipment()
before awardEquipment()
.
Code: Select all
this.shipWasScooped = function (scooper)
{
scooper.awardEquipment("EQ_BEACONLAUNCHER_MINE");
}
E-mail: [email protected]
Re: ETT Homing beacon 1.02 [Release]
I agree, focused on duplicating the functionality first .Commander McLane wrote:I'd suggest to remove the 25 Gold option completely, and also the check for if the player already has a beacon launcher. Why shouldn't you be able to have two or more beacon launchers?Lone_Wolf wrote:- beacon from beacon launcher gives a beacon launcher or 25 kg Gold on scooping
beacon missile can be scooped but gives nothing. Change this ?
Maybe add a surprise for the NPC like the Exploding pod in the Pods oxp ?Commander McLane wrote:I wouldn't do that. If you deploy a beacon and leave the site, you should still be at risk that someone else has found it before you get back. After all, I don't think of the beacon as a court-proof way of legally claiming the cargo as yours.Lone_Wolf wrote:- NPCs scoop the beacon - look into ways to prevent this ?
Damn, that's the umpteenth syntax error. And no mention of it in the logs.Commander McLane wrote:By the way: your shipdata is faulty and is therefore discarded completely by Oolite. The third-to-last and second-to-last lines need a closing colon:Code: Select all
"weapon_energy" = "0.0"; }; }
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
Retired, reachable at [email protected]
- Eric Walch
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Re: ETT Homing beacon 1.02 [Release]
The problem with this type of error is, that it is accepted by windows systems, so there will be no problem for window users. On mac systems, the whole plist will be rejected, and there probably will be an error in the log.Lone_Wolf wrote:Damn, that's the umpteenth syntax error. And no mention of it in the logs.
Or alternatively to award gold, you could check if
scooper.awardEquipment("EQ_BEACONLAUNCHER_MINE")
returns false
. It will when there were no free pylons. The best next thing would than be to add the beacon as 'machinery' or 'computers' to the manifest and not as gold.UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: ETT Homing beacon 1.02 [Release]
I'm running linux, so apparently it's also accepted on linux systems.Eric Walch wrote:The problem with this type of error is, that it is accepted by windows systems, so there will be no problem for window users. On mac systems, the whole plist will be rejected, and there probably will be an error in the log.Lone_Wolf wrote:Damn, that's the umpteenth syntax error. And no mention of it in the logs.
guess there are more differences between the windows, linux and mac environments for oolite then it looks.
The 25 kg gold equates roughly to 1k credits, a bit more then the purchase price.Eric Walch wrote:Or alternatively to award gold, you could check ifscooper.awardEquipment("EQ_BEACONLAUNCHER_MINE")
returnsfalse
. It will when there were no free pylons. The best next thing would than be to add the beacon as 'machinery' or 'computers' to the manifest and not as gold.
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
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- JensAyton
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Re: ETT Homing beacon 1.02 [Release]
The Mac version is built on Cocoa, the native Mac OS X framework. The ports are built on GNUstep, which these days is essentially a clone of Cocoa. Plist parsing is part of the framework, and GNUstep is more permissive than Cocoa.Lone_Wolf wrote:I'm running linux, so apparently it's also accepted on linux systems.
guess there are more differences between the windows, linux and mac environments for oolite then it looks.
This difference is one of the reasons for switching to a new config file syntax in 2.0: the parser will be Oolite-specific and shared on all platforms.
E-mail: [email protected]
Re: [RELEASE] ETT Homing beacon 1.02
I'd like to use something like this for compass icon for the homing beacon, but i'm no artist.
The tower part can be left out, it's the arcs that matter.
Can somebody make an icon definition of this ?
The tower part can be left out, it's the arcs that matter.
Can somebody make an icon definition of this ?
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
Retired, reachable at [email protected]
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Re: [RELEASE] ETT Homing beacon 1.02
Something's not right here:
"Opening log for Oolite version 1.86 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2018-03-17 01:34:20 pm +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
13:34:20.652 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:34:20.679 [system]: Invalid color System, labelColor (warning given only once)
13:34:20.755 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 INTEL-8.28.37"). Vendor: "Intel Inc.". Renderer: "Intel Iris Pro OpenGL Engine".
13:34:20.755 [rendering.opengl.extensions]: OpenGL extensions (128):
GL_EXT_texture_compression_dxt1, GL_EXT_rescale_normal, GL_EXT_transform_feedback, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_draw_elements_base_vertex, GL_EXT_debug_label, GL_EXT_geometry_shader4, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_NV_texgen_reflection, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_ATI_separate_stencil, GL_APPLE_vertex_point_size, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_EXT_texture_lod_bias, GL_APPLE_pixel_buffer, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_ARB_depth_clamp, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_shader_texture_lod, GL_ARB_texture_float, GL_ARB_texture_rectangle, GL_ARB_vertex_shader, GL_NV_texture_barrier, GL_ARB_provoking_vertex, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_cube_map, GL_APPLE_element_array, GL_ATI_texture_float, GL_ARB_window_pos, GL_ARB_sync, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_equation_separate, GL_ARB_vertex_blend, GL_EXT_blend_subtract, GL_EXT_packed_float, GL_APPLE_aux_depth_stencil, GL_APPLE_row_bytes, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_vertex_array_bgra, GL_ARB_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_color_buffer_float, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_NV_fog_distance, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_ARB_fragment_program, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_ARB_half_float_pixel, GL_APPLE_packed_pixels, GL_ARB_point_parameters, GL_EXT_debug_marker, GL_EXT_texture_sRGB_decode, GL_EXT_clip_volume_hint, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_EXT_texture_shared_exponent, GL_ATI_texture_mirror_once, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced
13:34:20.760 [rendering.opengl.shader.support]: Shaders are supported.
13:34:20.769 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:34:20.769 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Games and things/Elite family/Oolite-1.86/Oolite.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Lone_Wolf.ETTHomingBeacon.oxz
13:34:20.777 [shipData.load.begin]: Loading ship data.
13:34:20.782 [plist.parse.failed]: Failed to parse ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Lone_Wolf.ETTHomingBeacon.oxz/Config/shipdata.plist as a property list.
Unexpected character { at line 1
13:34:21.262 [startup.complete]: ========== Loading complete in 0.57 seconds. ==========
13:34:25.593 [exit.context]: Exiting: Exit Game selected on start screen.
Closing log at 2018-03-17 01:34:25 pm +0000."
"Opening log for Oolite version 1.86 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2018-03-17 01:34:20 pm +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
13:34:20.652 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:34:20.679 [system]: Invalid color System, labelColor (warning given only once)
13:34:20.755 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 INTEL-8.28.37"). Vendor: "Intel Inc.". Renderer: "Intel Iris Pro OpenGL Engine".
13:34:20.755 [rendering.opengl.extensions]: OpenGL extensions (128):
GL_EXT_texture_compression_dxt1, GL_EXT_rescale_normal, GL_EXT_transform_feedback, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_draw_elements_base_vertex, GL_EXT_debug_label, GL_EXT_geometry_shader4, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_NV_texgen_reflection, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_ATI_separate_stencil, GL_APPLE_vertex_point_size, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_EXT_texture_lod_bias, GL_APPLE_pixel_buffer, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_ARB_depth_clamp, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_shader_texture_lod, GL_ARB_texture_float, GL_ARB_texture_rectangle, GL_ARB_vertex_shader, GL_NV_texture_barrier, GL_ARB_provoking_vertex, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_cube_map, GL_APPLE_element_array, GL_ATI_texture_float, GL_ARB_window_pos, GL_ARB_sync, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_equation_separate, GL_ARB_vertex_blend, GL_EXT_blend_subtract, GL_EXT_packed_float, GL_APPLE_aux_depth_stencil, GL_APPLE_row_bytes, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_vertex_array_bgra, GL_ARB_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_color_buffer_float, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_NV_fog_distance, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_ARB_fragment_program, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_ARB_half_float_pixel, GL_APPLE_packed_pixels, GL_ARB_point_parameters, GL_EXT_debug_marker, GL_EXT_texture_sRGB_decode, GL_EXT_clip_volume_hint, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_EXT_texture_shared_exponent, GL_ATI_texture_mirror_once, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced
13:34:20.760 [rendering.opengl.shader.support]: Shaders are supported.
13:34:20.769 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:34:20.769 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Games and things/Elite family/Oolite-1.86/Oolite.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Lone_Wolf.ETTHomingBeacon.oxz
13:34:20.777 [shipData.load.begin]: Loading ship data.
13:34:20.782 [plist.parse.failed]: Failed to parse ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Lone_Wolf.ETTHomingBeacon.oxz/Config/shipdata.plist as a property list.
Unexpected character { at line 1
13:34:21.262 [startup.complete]: ========== Loading complete in 0.57 seconds. ==========
13:34:25.593 [exit.context]: Exiting: Exit Game selected on start screen.
Closing log at 2018-03-17 01:34:25 pm +0000."
- Cholmondely
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Re: [RELEASE] ETT Homing beacon 1.02
Does not load on my Mac.
See https://bb.oolite.space/viewtopic.php?f=10&t=20789 for what may be possible fixes.
See https://bb.oolite.space/viewtopic.php?f=10&t=20789 for what may be possible fixes.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: [RELEASE] ETT Homing beacon 1.02
Hi everybody,
does anybody know how much that equipment costs?
does anybody know how much that equipment costs?
Josef
- phkb
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Re: [RELEASE] ETT Homing beacon 1.02
Launcher is 800cr (TL11+). Missile is 860cr (TL13+)