Page 29 of 30

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jan 13, 2024 7:30 pm
by DGill
Redspear wrote: Sat Jan 13, 2024 6:11 pm
DGill wrote: Sat Jan 13, 2024 4:30 pm
but would like to move the model to the space on the right and shrink it down
Total cheat/workaround idea here as I don't know how to do what you're asking exactly the way you're describing it but...

Imagine your image as part of a larger canvas with an alpha channel providing a transparent background.
The shield/medal/whatever placed on the far right of the image, vertically centred.

Result I'd have thought would be that the image is positioned where you want while the alpha channel avoids interfering with other overlays/image placements.

Alas the image is a rotating 3D object defined in the shipdata.plist and not a .png image - I wish it was an image but oolite seems only to allow one overlay to be specified so I thought I might be able to fudge using a 3d object.

I tried looking at the library.pad code for placing multiple image.png but the script is too advanced for me to comprehend.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sun Jan 14, 2024 10:33 am
by DGill
Thanks Redspear, penny finally dropped and issue is now sorted.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Tue Jan 16, 2024 11:43 pm
by Redspear
DGill wrote: Sun Jan 14, 2024 10:33 am
Thanks Redspear, penny finally dropped and issue is now sorted.
Glad to have helped (...if indeed I did).

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jan 27, 2024 1:41 pm
by DGill
If dealEnergyDamageWithinDesiredRange is deprecated, what is the correct replacement command?

log file gives:

10:48:53.166 [oxp-standards.deprecated]: dealEnergyDamageWithinDesiredRange is deprecated for <ShipEntity 0x6f781380>{"Splinter" position: (65815, 2.3495e+006, 1.31934e+006)

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jan 27, 2024 5:53 pm
by Cholmondely
DGill wrote: Sat Jan 27, 2024 1:41 pm
If dealEnergyDamageWithinDesiredRange is deprecated, what is the correct replacement command?

log file gives:

10:48:53.166 [oxp-standards.deprecated]: dealEnergyDamageWithinDesiredRange is deprecated for <ShipEntity 0x6f781380>{"Splinter" position: (65815, 2.3495e+006, 1.31934e+006)
From our wiki:

Missile explosions

The AI command dealEnergyDamageWithinDesiredRange is obsolete as it has bugs especially apparent at low frame rates. The JS method dealEnergyDamage is recommended.
And there are a number of mentions of "dealEnergyDamageWithinDesiredRange" on this BB

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jan 27, 2024 7:20 pm
by DGill
Thanks Cholmondely, I'll do a bit of searching and see what I can find.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Tue Apr 15, 2025 4:58 pm
by Reval
I was wondering if there was a procedure in JS and/or .plist to get an escort of x number of fighters for a player ship...

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Tue Apr 15, 2025 5:40 pm
by phkb
Reval wrote: Tue Apr 15, 2025 4:58 pm
I was wondering if there was a procedure in JS and/or .plist to get an escort of x number of fighters for a player ship...
The [EliteWiki] UPS Courier mod has an equipment item you can purchase, called "Private Escort", which hires an escort crew of small fighters for 10 days. The mod has scripts and AI for the escort ships. Might be worth a look.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Tue Apr 15, 2025 6:13 pm
by Reval
Wonderful! Thanks for the heads up - I'll download right away :)

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Fri Apr 18, 2025 4:14 pm
by Reval
Is the witchpoint beacon/buoy an entity and, if so, under what heading do I find it in the Javascript reference? - I merely want its position so I can spawn some ships there (instead of around the player.ship, where collisions tend to happen).

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Fri Apr 18, 2025 4:32 pm
by Cholmondely
Reval wrote: Fri Apr 18, 2025 4:14 pm
Is the witchpoint beacon/buoy an entity and, if so, under what heading do I find it in the Javascript reference? - I merely want its position so I can spawn some ships there (instead of around the player.ship, where collisions tend to happen).
My understanding is that it is much more than an entity - it is the 0,0,0 frame of reference for the position of everything in the entire solar system (and hence the difficulties when trying to nail things down for other orbiting planets (which go around the sun which presumably"goes around" the planet which has the witchpoint stuck off on the side somewhere!). Much easier when nothing moves!

And hence the issues with Commander Cheyd's clever "Pirate Ambushes oxp" where the beacon is hijacked and moved to a more pirate-infested locale!

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Fri Apr 18, 2025 4:37 pm
by Reval
Wow. I had no idea.... most interesting and enlightening! - so the position vector-wise will be [0,0,0].

Thanks for that (as thanks for so much else!)

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Fri Apr 18, 2025 5:59 pm
by phkb
Reval wrote: Fri Apr 18, 2025 4:14 pm
I merely want its position so I can spawn some ships there (instead of around the player.ship, where collisions tend to happen).
If you spawn your ships without a position, the witchpoint will be assumed. eg

Code: Select all

	system.addShips("my_shiprole", 3);
That would spawn 3 ships that have the role "my_shiprole" at the witchpoint, somewhere around the beacon. Basically, as if the ship jumped in from another system.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Thu Apr 24, 2025 7:25 pm
by Reval
That works nicely - thanks!

And I was wondering if there happens to exist a method or function that returns the player.ship's time to reach the station at a given speed... if not, how might one go about calculating this? (I ask because I currently have no idea what units are being used for distance, or what baseline for the published ship's speed, ie. units per hour?

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Thu Apr 24, 2025 8:37 pm
by Cholmondely
Reval wrote: Thu Apr 24, 2025 7:25 pm
I currently have no idea what units are being used for distance
In Tibecea they use the Cavezzo. Try it out! ... The Galactic Almanac OXZ, Navigation Beacons MFD

References:
https://en.wikipedia.org/wiki/Italian_u ... easurement
https://www.sizes.com/units/cavezzo.htm