Btw, as for the Flying Dutchman, do i need oolite>1.65 ho have working turrets ?
Hmm, although I don't see the connection between the Dutchman and turrets; if you are talking about working turrets for player ships, and about really working, as in: without any issues, you would need at least the current trunk version, and even that wouldn't be really working.
If you just want to try out turrets on your ship (at your own risk), you need the latest test release 1.72.2.
Specially the last , in an array was allowed with windows but not with OSX 10.4. This sometimes resulted in code readable by windows but not on a mac.
I just noticed that the mac plist editor that ships with OSX 10.5, now always ends the elements in an array with a , as shown in my examples above. (No preferences to put it off to save it in a way as it was before).
This means code saved with this editor will be unreadable on Mac OSX 10.4 (tiger) or earlier! Be warned for those that write oxp's on a mac.
ooh.. and there was me using a demo vers of plist edit pro....
After noticing that the current macs plist editor generates a plist that probably generates errors with older Mac OS, I also used plist edit pro. That still saves in a way old macs and windows can read the plists.
ooh.. and there was me using a demo vers of plist edit pro....
After noticing that the current macs plist editor generates a plist that probably generates errors with older Mac OS, I also used plist edit pro. That still saves in a way old macs and windows can read the plists.
I don't mind just using textedit anyway..
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
worldScripts["<script name here>"].<variable> is your man, where the script name is what you define at the top of the script using this.name.
So if your script has this.name = "Black Hole OXP Script" containing a variable eventHorizon, then from a second worldScript you can test for and change the variable using worldScripts["Black Hole OXP Script"].eventHorizon.
You can also use this to check if the script exists in the first place, using if(worldScripts["<script name here>"]), that being true if the script is loaded...
Where I say variable above, it can be any parameter of the script, such as a timer or a function as well (the this. in many script commands can be thought of as a shortcut for a worldScript call to the script that the command is within).
It goes by the clever secret code name “Property List Editor”. It’s installed with Xcode.
And if you do not want to install Xcode, ask someone who has it installed Xcode to zip it and send it to you - Property List Editor doesn't depend on Xcode.
But... you can make ships that fall back to different textures if shaders aren't available, if I remember a similar discussion correctly... would that fix whatever it is you're trying to do?