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Re: Scripters cove
Posted: Sun Oct 23, 2022 10:27 pm
by Cholmondely
Alnivel wrote: ↑Sun Oct 23, 2022 8:21 am
Have you tried with a non-template ship too? I just checked it myself - entry with "wavefront" is displayed, with template - no.
If this still does not work, maybe something useful is in the logs?
Genius! You fixed it! Thank you...
Minor query: how would I have known that wavefront was the ship data key?
Re: Scripters cove
Posted: Fri Nov 11, 2022 8:32 pm
by Massively Locked
I vaguely remember reading somewhere about some function/method/Jedi-mind-trick that boldly declares that "YOU HAVE A DEV VER OF THIS ADD-ON INSTALLED" (or something to that effect) in the log file (I think it was the log file). If you know what I'm talking about, I'd appreciate if you could point me to it.
Re: Scripters cove
Posted: Sat Nov 12, 2022 9:04 am
by Alnivel
Massively Locked wrote: ↑Fri Nov 11, 2022 8:32 pm
I vaguely remember reading somewhere about some function/method/Jedi-mind-trick that boldly declares that "YOU HAVE A DEV VER OF THIS ADD-ON INSTALLED" (or something to that effect) in the log file (I think it was the log file). If you know what I'm talking about, I'd appreciate if you could point me to it.
Can it be
OXPMessages.plist? Or are you looking for a way with JS?
Re: Scripters cove
Posted: Sat Nov 12, 2022 12:58 pm
by Massively Locked
Bingo- that was exactly it! Thank you!
Re: Scripters cove
Posted: Thu Dec 01, 2022 8:45 pm
by Redspear
Hello. This is likely a simple question for somebody here...
I want to test if the player's scanner is empty or not. i.e. test whether anything else is within that range but WITHOUT using masslock as a check for the same.
player.ship.scannerRange with some sort of distance to nearest object test???
Re: Scripters cove
Posted: Thu Dec 01, 2022 9:47 pm
by Alnivel
Redspear wrote: ↑Thu Dec 01, 2022 8:45 pm
Hello. This is likely a simple question for somebody here...
I want to test if the player's scanner is empty or not. i.e. test whether anything else is within that range but WITHOUT using masslock as a check for the same.
player.ship.scannerRange with some sort of distance to nearest object test???
How about
system.filteredEntities?
Also, by player.ship.scannerRange, did you mean player.ship.checkScanner? If you need ships closer than the scanner range, the array of ships can be filtered using JS (
filter
method, or via loop and
push
ships that too far).
Re: Scripters cove
Posted: Thu Dec 01, 2022 10:37 pm
by Redspear
Alnivel wrote: ↑Thu Dec 01, 2022 9:47 pm
Also, by player.ship.scannerRange, did you mean player.ship.checkScanner?
Thanks. I'd missed that and so I was looking for a workaround...
Forgive me, I'm not really JavaScript literate, I just know a little slang...
How can I test if nothing is on the scanner?
In English rather than JavaScript, it would be:
Are there any lollipops on the player scanner right now?
If the answer is no then please do the following...
So I'm looking for a very simple true/false test rather than details.
I hope that makes sense.
Re: Scripters cove
Posted: Fri Dec 02, 2022 2:08 am
by Massively Locked
Redspear wrote: ↑Thu Dec 01, 2022 10:37 pmAre there any lollipops on the player scanner right now?
If the answer is no then please do the following...
So I'm looking for a very simple true/false test rather than details.
Give this a shot:
Code: Select all
var shpsNear = player.ship.checkScanner ()
if (shpsNear.length === 0) {…}
Re: Scripters cove
Posted: Fri Dec 02, 2022 6:31 am
by Reval
ooh useful! - I believe I'll add that facility to ET. Seeing .length there, one assumes it's an array? So listing out shipsNear in a loop will presumably display all vessels and stations(?) within scanner range?
Re: Scripters cove
Posted: Fri Dec 02, 2022 8:02 am
by Redspear
Massively Locked wrote: ↑Fri Dec 02, 2022 2:08 am
Give this a shot:
Code: Select all
var shpsNear = player.ship.checkScanner ()
if (shpsNear.length === 0) {…}
Will do. Thanks.
Re: Scripters cove
Posted: Fri Dec 02, 2022 3:35 pm
by Massively Locked
Reval wrote: ↑Fri Dec 02, 2022 6:31 am
ooh useful! - I believe I'll add that facility to ET. Seeing .length there, one assumes it's an array? So listing out shipsNear in a loop will presumably display all vessels and stations(?) within scanner range?
Yep to both
Re: Scripters cove
Posted: Fri Dec 02, 2022 10:26 pm
by Redspear
It works - you're officially awesome
Re: Scripters cove
Posted: Sat Dec 03, 2022 2:47 pm
by Reval
Question: is it possible to access a variable from another OXP's world-script?
If so, what is the syntax for doing this? (could someone perhaps give me an example?)
Re: Scripters cove
Posted: Sat Dec 03, 2022 3:01 pm
by Redspear
Reval wrote: ↑Sat Dec 03, 2022 2:47 pm
Question: is it possible to access a variable from another OXP's world-script?
If so, what is the syntax for doing this? (could someone perhaps give me an example?)
If you haven't already, check out
Variables in Oolite JavaScripts
Both global and (potentailly) mission variables could be of interest.
Re: Scripters cove
Posted: Sat Dec 03, 2022 3:22 pm
by Reval
Oh many thanks Redspear - I hadn't even noticed that section!