Re: Arrivals and departures
Posted: Thu May 21, 2015 3:36 am
OK. Fixed for next release.
For information and discussion about Oolite.
https://bb.oolite.space/
Be afraid.phkb wrote:
Code: Select all
this.shipDockedWithStation = function(station) {
// set up the interface screen, if required
this._playerDockTime = global.clock.adjustedSeconds;
var p = player.ship;
if(p && p.isValid) {
if (station.hasNPCTraffic && this.$checkStationRoleForView(station)) {
this._selectedStation = station;
this.$initInterface(station);
}
}
}
player.ship.*
in this function!
Code: Select all
this.shipDockedWithStation = function(station) {
// set up the interface screen, if required
this._playerDockTime = global.clock.adjustedSeconds;
if (station.hasNPCTraffic && this.$checkStationRoleForView(station)) {
this._selectedStation = station;
this.$initInterface(station);
}
}
Not yet. Thanks for the tip.Wildeblood wrote:BTW, have you checked it works after a player escape pod sequence?
A technical question: I'm trying to display one of the models from Commies as the background on a mission screen. I have "model" set to "[workcom]". However, nothing shows up. I noticed that Commies uses an XML based plist file - could that be the reason? The same is happening for ship models from Anarchies.Layne wrote:Still not sure why the commies ships aren't showing up.
No, the reason is that you are not in a communist system and the shipdata contain a conditions part which disable this ship on mission screens also.phkb wrote:I'm trying to display one of the models from Commies as the background on a mission screen. I have "model" set to "[workcom]". However, nothing shows up. I noticed that Commies uses an XML based plist file - could that be the reason?
Hmm. I'm not sure that's intended behaviour, there. Most demo ship creation doesn't check conditions - it's just the mission screen one which does.Norby wrote:No, the reason is that you are not in a communist system and the shipdata contain a conditions part which disable this ship on mission screens also.
Harsh IMO, very harsh.Wildeblood wrote:So outraged.
phkb couldn't have given much more of a warning as to the current state of the oxp (not oxz).phkb wrote:So, while I'm really happy to be sharing this, I'm also fairly nervous - I'm playing with things way above my pay grade here! I hope you understand that what I'm saying is that I need help to make sure I haven't broken something horribly, but that the core game of Oolite still continues to play in a satisfactory way. With this much code the potential for unforeseen conflicts and breakages is huge, so I need some feedback from some willing testers on a few issues. Testers will need to pay close attention to their actions as they will have a big impact on the dock list.
...
For the moment, I'm just releasing this as an OXP, rather than OXZ, the reason being it's a lot easier to see and change things in an OXP, and I'd like to encourage people to look inside as much as possible. An OXZ will follow once the code is stable.
Takes courage to say and is to be applauded.Wildeblood wrote:Yeah, you're right, Redspear.
Why did this one never make it into the Sensible Tweaks topic?Wildeblood wrote: ↑Fri May 15, 2015 4:14 pmCode: Select all
this.shipLaunchedFromStation = function (station) { if (player.ship.fuel < 7) { station.dockPlayer(); player.consoleMessage("Forgot something?", 5); } }