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Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Mon Aug 27, 2012 5:13 pm
by CommonSenseOTB
I need a little help. This oxp and one other totally unknown to anyone top secret oxp in the works and nearly done needs to have selective control over the scanner display colors. There are a few oxps out there that that constantly override all others to prioritise certain display colors on some ships using timers or frame callbacks. I need to know how to selectively disable and re-enable this function in those oxps. So far, I believe police scanner, escape pod locator and Thargoids auto target locking oxps are the ones in question. There may be others I'm not aware of.
If the authors of those oxps or others that have the knowledge would help me out by posting exactly what code needs to be implemented to both disable and then re-enable these oxp functions I would greatly appreciate it. They are fine oxps and I would like to keep compatibility with them as much as possible.
Thanks and truly appreciated. :)

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Mon Aug 27, 2012 8:40 pm
by Smivs
CommonSenseOTB wrote:
...and one other totally unknown to anyone top secret oxp in the works...
Well, we all know about it now! :)

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Wed Sep 05, 2012 4:16 pm
by CommonSenseOTB
Smivs wrote:
CommonSenseOTB wrote:
...and one other totally unknown to anyone top secret oxp in the works...
Well, we all know about it now! :)
:lol:

But it's not the one you're thinking of. :P

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Sun Oct 14, 2012 12:44 pm
by M!key
Hi all. This is my first post and firstly I just want to add my thanks for all of your hard work. I'm working my way through the novels as I'm playing - and enjoying every minute. :D

Anyhoo, just looking at my logs this morning and found this:

11:07:33.482 [script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (militarytargettingsystem 1.0): removeFrameCallback(): invalid tracking ID.
11:07:33.482 [script.javaScript.warning.ooliteDefinedError]: ../AddOns/MilitaryTargettingSystemv1.oxp/Scripts/militarytargettingsystem.js, line 177.


It seems to work fine (Thks. CSOTB), but thought I'd bring it to your attention.

Thanks again.

M!key

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Sun Oct 14, 2012 7:14 pm
by Shipbuilder
M!key - Unfortunately I am not able to help however I'm sure someone with the required knowledge will be along to help shortly.

In the meantime however I wanted to welcome you to the forum.

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Sun Oct 14, 2012 7:34 pm
by Cody
Hi M!key, and welcome aboard - Dagenham, eh? In good old Pajero County (aka Essex)? Ah yes, I remember it well!

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Mon Oct 15, 2012 9:04 am
by M!key
Hi guys and thanks for the welcome :)

Wow - a welcome from the author of Coyote! That was SO well written mate. Brought a lump to my throat. Yeah Dagenham Essex, the Pajero county indeed :o)

Well whatever it is, it's not adversely affecting gameplay, I just thought I'd mention it and use it as an excuse to get my finger out and stop lurking.

M

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Mon Oct 15, 2012 10:09 am
by Rese249er
Welcome aboard M!key! El Viejo's talents extend beyond writing. Wish I could say the same.

As an aside, your sig amused ME at least... Though I dare say that ain't too difficult.

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Mon Oct 15, 2012 1:16 pm
by Cody
M!key wrote:
Sadly unable to think up amusing or original sigs
Heh... how about: 'The nature of M!key was irrepressible!'

Sorry - I couldn't resist it!

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Mon Oct 15, 2012 5:17 pm
by Tricky
El Viejo wrote:
M!key wrote:
Sadly unable to think up amusing or original sigs
Heh... how about: 'The nature of M!key was irrepressible!'
Or 'The nature of M!key was universal!'

As in master key

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Tue Oct 16, 2012 8:52 am
by M!key
'The nature of M!key was irrepressible!'
Monkey fan eh? El Viejo :-)
Or 'The nature of M!key was universal!'
@Tricky...............Or OOniversal?

Anyway. Didn't mean to crash the thread. Thanks again for the warm welcome.

Mike

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Tue Oct 16, 2012 10:18 am
by Cody
M!key wrote:
'The nature of M!key was irrepressible!'
Monkey fan eh? El Viejo
Most definitely... both the book and the TV series were terrific.

Anyway, apologies to CSOTB for the slight derailment... normal service is now resumed.

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Tue Oct 16, 2012 3:52 pm
by CommonSenseOTB
M!key wrote:
Hi all. This is my first post and firstly I just want to add my thanks for all of your hard work. I'm working my way through the novels as I'm playing - and enjoying every minute. :D

Anyhoo, just looking at my logs this morning and found this:

11:07:33.482 [script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (militarytargettingsystem 1.0): removeFrameCallback(): invalid tracking ID.
11:07:33.482 [script.javaScript.warning.ooliteDefinedError]: ../AddOns/MilitaryTargettingSystemv1.oxp/Scripts/militarytargettingsystem.js, line 177.


It seems to work fine (Thks. CSOTB), but thought I'd bring it to your attention.

Thanks again.

M!key
Welcome M!key. Thanks for the info. Knew about it. Happens when you die and tries to remove a non-existent frame callback. Version 1 will probably be killed in favor of my version 2 prototype which currently chooses category and next target with the built in keys. Also doesn't load the targets all at once just one at a time as you press the keys and updates the list too as you go all automatically. In using it I find it is much much better and more useful. But, there is one minor flaw currently, the way the script works messes up the targetting while changing which missile is selected requiring to re-category and sometimes re-target afterwards which is why version 3? is in the works to find a slightly different way to do all this to prevent the missile selection missmash.

It will be a while for the next release as I'm terribly busy with working and reworking customshields.oxp for version 0.9(seems like a neverending quest :P ) so enjoy what currently is version 1 of militarytargettingsystem and dream about the next one yet to come. :wink:

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Sat Oct 20, 2012 1:42 pm
by M!key
Thanks CSOTB. It in no way detracts from the game, as I'm sure you're aware, so no problem. It was a good excuse to get me to register and stop lurking. As well as my attempt at being helpful :-)

BTW, I also have the customshields OXP. You seem to have a knack for picking, tweaking and adding bits that just maximise immersion. Love it!

Mike

Re: (NEW RELEASE)MilitaryTargettingSystemv1.oxp for 1.76+

Posted: Mon Oct 22, 2012 4:05 pm
by CommonSenseOTB
M!key wrote:
Thanks CSOTB. It in no way detracts from the game, as I'm sure you're aware, so no problem. It was a good excuse to get me to register and stop lurking. As well as my attempt at being helpful :-)

BTW, I also have the customshields OXP. You seem to have a knack for picking, tweaking and adding bits that just maximise immersion. Love it!

Mike
Thanks, most kind of you.

I try to contribute things which utilize my particular skill set. I'm not a programmer but can visualize things in a different way than most. Then I find a thousand monkeys to bang away in crazy ways at the keyboard and whatever works out of that I use. :lol: