Posted: Tue Mar 23, 2010 2:19 pm
Stuff about adding galaxies split to a new thread.
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I added this verbatim. If it breaks anything the next commit includesPhantorGorth wrote:Request:
Either
a) Modification to the position of the call to guiScreenChange when entering the Equipment Screen to before the calculation of the available equipment.
or
b) New event of guiBeforeScreenChange that occurs before any calculations for the target screen.
Code: Select all
if (player.equals(Phantor_Gort))
{
player.ship.add(trumble);
}
ROFL that's easy to get roundCmdr James wrote:I added this verbatim. If it breaks anything the next commit includesCode: Select all
if (player.equals(Phantor_Gort)) { player.ship.add(trumble); }
I am getting the impression you devs are a bit touchy about not-absolutely-nescessary scripting requests atm, no?Cmdr James wrote:I added this verbatim. If it breaks anything the next commit includesPhantorGorth wrote:Request:
Either
a) Modification to the position of the call to guiScreenChange when entering the Equipment Screen to before the calculation of the available equipment.
or
b) New event of guiBeforeScreenChange that occurs before any calculations for the target screen.Code: Select all
if (player.equals(Phantor_Gort)) { player.ship.add(trumble); }
That was humour between me and Cmdr James referring to the code changes I had requested having been tested by me but not exhaustively.Lestradae wrote:I am getting the impression you devs are a bit touchy about not-absolutely-nescessary scripting requests atm, no?
I know that and am even quite happy about it because it means that 1.74 and even the "no-longer-M" NSR 1.75 are going to become a reality in mid-term future.PhantorGorth wrote:With devs' limited time and 1.74 approaching, you can expect that anything complex, requires significant investigation on how to do it, makes major changes to the game's "philosophy" or doesn't personally interest them is going to be dropped or very low on their priority scale.
I think Cmd James can already start writing the additional trumble code as the new change at least breaks the current constrictor mission. (at a very mildly invisible way)PhantorGorth wrote:That was humour between me and Cmdr James referring to the code changes I had requested having been tested by me but not exhaustively.
That is definately not something I had considered nor tested for (I never said I had fully tested it) but in my original request post I did mention the idea of doing a "guiScreenWillChangeTo" event instead (though I called it "guiBeforeScreenChange").Eric Walch wrote:I could also imagine anyone trying to set up a missionscreen when going to the F3 screen (Like snoopers for the F7 screen and Bloomberg market for the F8 screen) has a problem as that screen will be overwritten by the F3 screen that is added afterwards.
I think it can be made more foolproof by adding some extra checks to the code. But why not add an extra handler instead: guiScreenWillChangeTo. That way you have no exception for the time of firing for the current guiScreenChanged handler on the equip page?
I now implemented it as guiScreenWillChange. Yet another name but it matches better with the current "guiScreenChanged". Leaving the old handler on its place leaves the possibility to start a missionscreen on entering those pages with the "guiScreenChanged". e.g. for doing a very special equipment offer on entering the equip screen.PhantorGorth wrote:but in my original request post I did mention the idea of doing a "guiScreenWillChangeTo" event instead (though I called it "guiBeforeScreenChange")..
Thanks Eric. Much appreciated.Eric Walch wrote:I now implemented it as guiScreenWillChange. Yet another name but it matches better with the current "guiScreenChanged". Leaving the old handler on its place leaves the possibility to start a missionscreen on entering those pages with the "guiScreenChanged". e.g. for doing a very special equipment offer on entering the equip screen.
And because the only use for the "guiScreenWillChange" will be to do some modifications to change the screen that will be displayed, it only triggers for a few screens were it could be used in that way.
We actually do have it already in trunk: ship.shipTargetAcquired(target).Thargoid wrote:We have a world script event for shipLostTarget, but we seem to be lacking in it's mirror image - shipAcquiredTarget(target).
Would such a trigger be possible, firing when the ships target goes from null to something, or something to something else?