Scripting requests
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- Wildeblood
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Re: Scripting requests
Expose the galaxy seed numbers as read-only, so that scripts can confirm they are actually dealing with the galaxy configuration the scripts' authors assume they are. (There is no Oresrati in my ooniverse.)
Re: Scripting requests
AI.plist ways for mothers and other group members to send messages to each other like:
"INCOMING_MISSILE" = ("messageGroup: INCOMING_MISSILE", fightOrFleeMissile);
...and maybe add logic to avoid message loops.
"WITCHSPACE OKAY" = (wormholeEntireGroup); for instance can cause error messages in the log and even crash the game last time I checked.
Ideally, Police Vipers could ECM pirate missiles heading at trade ships and even the player's ship...but only if the Vipers have high or full energy.
...and maybe not getting shot at the time.
checkGroupOddsVersusTarget could probably use a rework considering how hugely varying each ship can be.
A scanForEnemies could locate/target hostile ships (pirates attacking other traders for instance) instead of only ships already attacking the scanning ship like scanForHostiles does. (besides Thargoids!) ATTACKED does well enough locating/targeting ships already attacking.
More diversity in escorts! Why aren't Morays, Geckos, and Kraits ever seen as rare escorts? Or even Cobra 3's...they're certainly fast enough. Even Anacondas might use something besides old Cobra 1's occasionally.
"INCOMING_MISSILE" = ("messageGroup: INCOMING_MISSILE", fightOrFleeMissile);
...and maybe add logic to avoid message loops.
"WITCHSPACE OKAY" = (wormholeEntireGroup); for instance can cause error messages in the log and even crash the game last time I checked.
Ideally, Police Vipers could ECM pirate missiles heading at trade ships and even the player's ship...but only if the Vipers have high or full energy.
...and maybe not getting shot at the time.
checkGroupOddsVersusTarget could probably use a rework considering how hugely varying each ship can be.
A scanForEnemies could locate/target hostile ships (pirates attacking other traders for instance) instead of only ships already attacking the scanning ship like scanForHostiles does. (besides Thargoids!) ATTACKED does well enough locating/targeting ships already attacking.
More diversity in escorts! Why aren't Morays, Geckos, and Kraits ever seen as rare escorts? Or even Cobra 3's...they're certainly fast enough. Even Anacondas might use something besides old Cobra 1's occasionally.
- CommonSenseOTB
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Re: Scripting requests
Just curious if there has indeed been any progress on this issue.Kaks wrote:I think we have a bug!
I changed that function to
And it doesn't seem to fire properly in a few situations... BRB!Code: Select all
this.viewDirectionChanged = function(viewString) { player.commsMessage('Your view is now: ' + viewString); }
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
- Okti
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Re: Scripting requests
Currently we can check for the world scripts by JS but can not check for ship scripts, can there be a way to check before the next stable release?
- JensAyton
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Re: Scripting requests
I don’t understand the question.Okti wrote:Currently we can check for the world scripts by JS but can not check for ship scripts, can there be a way to check before the next stable release?
E-mail: [email protected]
Re: Scripting requests
Okti:
thatShip.script should give you all the the properties of the script currently attached to thatShip, in a similar way to what you get when you do worldScripts['thatOXPname'] / worldScripts.thatOXPname when you want to access world script properties.
Btw, I'm saying 'currently attached' because any oxp can always replace a ship's default script with any other script - at any time...
about the viewDirectionChanged event:
good-ish news: I'm now reunited with my dev computers - once jetlag clears off sufficiently, I'll be committing the fix, hopefully free of new, 'exciting' bugs... sorry about the delay guys - with hindsight I should have gone and expunged that brb from history...
thatShip.script should give you all the the properties of the script currently attached to thatShip, in a similar way to what you get when you do worldScripts['thatOXPname'] / worldScripts.thatOXPname when you want to access world script properties.
Btw, I'm saying 'currently attached' because any oxp can always replace a ship's default script with any other script - at any time...
about the viewDirectionChanged event:
good-ish news: I'm now reunited with my dev computers - once jetlag clears off sufficiently, I'll be committing the fix, hopefully free of new, 'exciting' bugs... sorry about the delay guys - with hindsight I should have gone and expunged that brb from history...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- CommonSenseOTB
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Re: Scripting requests
In hindsight and for posterity it would really make some useful things possible if instead of just reading the strings I could also write them. In effect I would like to be able to have script be able to change the VIEW_DIRECTION , CUSTOM_VIEW to any one of the specific custom view descriptions in the ships shipdata.plist instead of having to scroll through a loop by pressing a button manually. Just one of many purposes I've thought of and plan to pursue, relates to the automatic selection of the zoom view in the Sniper Camera System.oxp that I'm working on. If the whole VIEW_DIRECTION was writeable it would be even much more useful and I would not object to that. Thank you.Commander McLane wrote:In addition to the view direction displays there emerged the idea to be able to distinguish between various external views. Currently the JS-methods only return VIEW_CUSTOM for any external view.
Because thecustom_views
array can contain totally arbitrary viewpoints, there can't be generic return values for the JS-viewDirection
checks. But what could probably be done is to add another optional parameter to thecustom_views
array, containing a string that would be returned by JS instead of VIEW_CUSTOM. If it isn't defined, the return value would still be VIEW_CUSTOM.
The request popped up in relation to HUD making, where HUD creators would like to be able to customize special ship HUDs not only for the different standard (internal) view directions, but also for different external (or custom) views.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
Re: Scripting requests
OK, from tonight's build .viewDirectionChanged should fire correctly. It took me a while to figure out the source of glithches that were plaguing my original implementation...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Cmd. Cheyd
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Re: Scripting requests
- Ability to read player.ship pitch, roll, yaw values from JS
- Ability to trigger a witchjump from JS (We can change velocity and orientation. We can fire the ECM. Why can't we trigger a jump?)
Find my OXP's at:
Deep Horizon Industries - Your Planet Our Design
Deep Horizon Industries - Your Planet Our Design
- Eric Walch
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Re: Scripting requests
What aboutCmd. Cheyd wrote:
- Ability to trigger a witchjump from JS
exitSystem()
that was added with 1.74? Works perfect and since 1.75 we can also set a destination system for the jump.UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Cmd. Cheyd
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Re: Scripting requests
Unfortunately, won't work for what I want to do. Maybe I wasn't clear enough. I want to do this on theEric Walch wrote:What aboutCmd. Cheyd wrote:
- Ability to trigger a witchjump from JS
exitSystem()
that was added with 1.74? Works perfect and since 1.75 we can also set a destination system for the jump.
player.ship
.
Edit: Basically what I want is the ability to 'Press H' from JS.Cached Copy of Wiki wrote:Cause the ship to jump out of the system, if possible. If targetSystem is specified, it will attempt to jump to the specified system, otherwise a random system within range is chosen.
This method can fail for various reasons, in which case it returns false. It always fails for the player ship.
Find my OXP's at:
Deep Horizon Industries - Your Planet Our Design
Deep Horizon Industries - Your Planet Our Design
Re: Scripting requests
I'd like to see Mouse support on missionscreens.
As the mouse cursor is already available on other screens it could open some interesting ways for missionscreens and would simplify user input. Maybe it would be enough to get the coordinates and a handler for one mouse button (left-click).
As the mouse cursor is already available on other screens it could open some interesting ways for missionscreens and would simplify user input. Maybe it would be enough to get the coordinates and a handler for one mouse button (left-click).
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Re: Scripting requests
In my opinion, the inconsistency of having some GUI screens that do not allow choices by use of mouse while other screens allow it, is a bug. I believe I have a fix for the mission screens mouse handling, which is just too simple to be true and I am testing it now. (For those who would like to have a go, it is just adding the below line in PlayerEntityLegacyScriptEngine.m,Svengali wrote:I'd like to see Mouse support on missionscreens.
As the mouse cursor is already available on other screens it could open some interesting ways for missionscreens and would simplify user input. Maybe it would be enough to get the coordinates and a handler for one mouse button (left-click).
- (void) setMissionChoices:(NSString *)choicesKey
method, under line 1939 of the current SVN:
Code: Select all
[UNIVERSE setDisplayCursor: YES];
- Eric Walch
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Re: Scripting requests
It works for me, but only the selecting of the choices, not the confirmation of a choice. When you still need the key board for the confirmation, you can do the selection as well by keyboard.another_commander wrote:Unless someone can see a reason why this would not work, I would like to go ahead and commit it. It enables the mouse cursor only when there are choices in the mission screen, not when "Press Space Commander" is the only possibility.
But, i think that is not what Svengali had in mind. I think he mend screen coordinates, so he can put up a picture and find out at what part of the picture the player clicked.
Last edited by Eric Walch on Thu Sep 01, 2011 9:41 pm, edited 1 time in total.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Scripting requests
Yep, Eric. That's exactly what I've had in mind. On missionscreens the cursor coordinates exposed to JS and a handler in case of a mouse click (or even more simple a handler with cursor coordinates passed as arguments).Eric Walch wrote:I think he mend screen coordinates, so he can put up a picture and find out at what part of the picture the player clicked.
So for me enabling the mouse cursor is a first step and if this qualifies as bugfix - even better .-)