Posted: Fri Oct 09, 2009 10:15 am
Concerning galNavy, "S" is from the buoy before the station.Commander McLane wrote:So why should the Buoy Repair Services replace a blown-up station with a buoy?
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Concerning galNavy, "S" is from the buoy before the station.Commander McLane wrote:So why should the Buoy Repair Services replace a blown-up station with a buoy?
I invite then, people to examine a new wiki page, that is intended to provide information to help people create JavaScript scripts for shipdata.plistAhruman wrote:I’m in favour of someone else doing them.pmw57 wrote:How do you feel about back-breaking labour-intensive hand-coded conversions instead?
I may finish the converter, but for use as an offline tool. In most cases, though, the resulting code would still require a complete rewrite from the “tickle”-based approach to an event-driven one. Most types of events can’t be reliably extracted automatically. (The exceptions would be launch and entered-system checks, since these are guaranteed to only be evaluated once per relevant event.)
Thargoid wrote:A good beginning there. But there is a little room for expansion:
Thanks, I'll add your comments though to the discussion page http://wiki.alioth.net/index.php/Talk:O ... ip_scripts so that they don't get lost.Thargoid wrote:Certainly, you just asked for feedback here
I'll have a look at it when I get a bit of free time.
That was true for the legacy scripts within shipdata, but covers not even a fraction of what ship scripts are good for. Next to creation (shipSpawned) and disappearance (shipDied), all event handlers marked as usable in ship scripts are, errmmm..., usable in ship scripts.The shipdata.plist file can reference a JavaScipt script to perform behaviours that are executed on the creation or the disappearance of the ship.
But again that's not entirely correct. Not any other world script events can be used in a ship script, but exactly those marked as usable in ship scripts. That's why they are marked as usable in ship scripts on the event handler page, i.e. it is explicitely written there that a certain handler can be used in ship scripts as well.Any other world script events can be applied to the ship as well.
Good idea, it has been made so. http://wiki.alioth.net/index.php/Oolite ... ip_scriptsCommander McLane wrote:I think the page title is wrong/misleading. What the page is obviously about is ship scripts. So that should be the title.
Thanks. With that "Any world scripts, " I'll added the letter M to change Any intoCommander McLane wrote:Not any other world script events can be used in a ship script, but exactly those marked as usable in ship scripts. That's why they are marked as usable in ship scripts on the event handler page, i.e. it is explicitely written there that a certain handler can be used in ship scripts as well.
This sounds like a good opportunity to expand on the page. My intention is for the page to be some kind of guide for people who want to move away from plists, to using JavaScript instead.Commander McLane wrote:That was true for the legacy scripts within shipdata, but covers not even a fraction of what ship scripts are good for.The shipdata.plist file can reference a JavaScipt script to perform behaviours that are executed on the creation or the disappearance of the ship.
If you allow me the remark, the subject you chose (ship scripts) sounds a bit odd for this purpose. Ship scripts never existed in legacy (plist scripting), so there is no "instead" in this case. They are a completely new opportunity opened by changing the scripting engine to JS.pmw57 wrote:My intention is for the page to be some kind of guide for people who want to move away from plists, to using JavaScript instead.
A lot of the old stuff on the wiki has to be rewritten. It was written with the only focus on legacy (there was no JS at that time). A large part is still better explained in the Legacy version. This encourages people to use the old method. It should be the other way round. Main examples in JS and legacy examples how it used to be so scripters still can understand the old scripts. And that page I once wrote and your new page are a good example of before and after. It now should really start with focus on JS.pmw57 wrote:This sounds like a good opportunity to expand on the page. My intention is for the page to be some kind of guide for people who want to move away from plists, to using JavaScript instead.Commander McLane wrote:That was true for the legacy scripts within shipdata, but covers not even a fraction of what ship scripts are good for.
If we can let them know about other things they can also make good use of the scripts for, then all the better.
Thanks! Does the last feature still need work doing though?Svengali wrote:v1.02.6 is online.
Changes:
- Fixes for ATI cards (big thanks to Zieman!)
- Cleanup
- v1.74'ish shipdata
There's always work left. Things are changing, time passes by and Oolite itself offers new features/ways. Here it is the subentity declaration in shipdata.plist (introduced in v1.73) plus a major cleanup resulting in a lot smaller filesize (496KB -> 450KB).JazHaz wrote:Thanks! Does the last feature still need work doing though?