Page 5 of 5
Re: Some sensible tweaks
Posted: Fri Aug 28, 2015 9:17 am
by Svengali
Wildeblood wrote:Addendum: Has anyone ever done this in a ship OXP - adding a sound effect to a shipSpawned event to alert the player when a particular ship is about?
Cabal_Common_Music (used in Vector and the demo) does something similiar. It plays the specified musicfile when a specific ship is close to the player. Dunno if it still works in v1.80/v1.82. Oh, and establishing streams is costly.
Re: Some sensible tweaks
Posted: Fri Aug 28, 2015 9:31 am
by Wildeblood
phkb wrote:The problem is that "legality_export" is present on all items. It's just zero for most of them. Which means that the undocumented launch option will be available as long as the player has any cargo at all.
Yeah, nah. If it's zero the condition test (0 & 1) should fail, not pass. Something else is happening.
Re: Some sensible tweaks
Posted: Fri Aug 28, 2015 1:09 pm
by Lone_Wolf
Wildeblood wrote:
Yeah, nah. If it's zero the condition test (0 & 1) should fail, not pass. Something else is happening.
WildeBlood, that sounds like you assume js treats
market[prop].legality_export
as a Boolean value where 0 equates false .
legality_export is a number according to wiki, and i think js doesn't convert that into a boolean value, but interprets your condition as "does
market[prop].legality_export
exist" .
Re: Some sensible tweaks
Posted: Fri Aug 28, 2015 1:17 pm
by cim
Lone_Wolf wrote:WildeBlood, that sounds like you assume js treats market[prop].legality_export
as a Boolean value where 0 equates false .
JS treats various things as false in that sort of check -
false
,
0
,
""
,
null
and
undefined
. Usually useful; occasionally a problem when the sort of false something is matters.
Re: Some sensible tweaks
Posted: Thu May 06, 2021 4:30 pm
by Cholmondely
Wiki page put up for Dockside Services:
http://wiki.alioth.net/index.php/Dockside_Services
As far as I can tell, this OXP is now redundant. Everything it does is already incorporated into the Game Code.
Or am I wrong?
Re: Some sensible tweaks
Posted: Thu May 20, 2021 5:29 pm
by Cholmondely
Re: Some sensible tweaks (beacons, lasers, cargo, sun)
Posted: Wed Jul 17, 2024 2:17 pm
by Wildeblood
I just found the following message in my PM drafts, where it has been languishing since June 15th, 2012, 10:55 pm.
Wildeblood wrote:SandJ wrote:Wildeblood wrote:Uh-huh. The same principle as the never released Wildefire Equipment Bay Shield System, which automatically added 100 dummy equipment entries on red alert and removed them again as soon as the red alert ended.
I considered making the Beer Cooler an item you could buy multiple times, and then call it "Sacrificial Armour Plating" but I couldn't work out how.
You can't buy any equipment item more than once, so you have to actually define EQ_ABLATIVE_SHIELD_1 through to EQ_ABLATIVE_SHIELD_100 in the equipment.plist. It actually worked very well.
After mentioning this to you the other night, I wondered why I don't still use it and went looking for it. About two hours later, at about 4 a.m., I remembered that I had accidentally deleted it several months ago. I blame you for my lack of sleep.
Re: Some sensible tweaks
Posted: Wed Jul 17, 2024 6:37 pm
by Cholmondely
WEBS System
See "Download & Installation" for the download link
Re: Some sensible tweaks (beacons, lasers, cargo, sun)
Posted: Thu May 29, 2025 5:23 am
by Cholmondely
Wildeblood wrote: ↑Wed Jul 17, 2024 2:17 pm
I just found the following message...
Your
newest trinkets have neither a wiki page nor a thread for grumping all over.
1)
Visits (System Visits Counter, an alternative to Explorers' Club.)
There are now a number of OXPs which depend on Explorer's Club. Zero Map - Explore the galaxy & Here be Dragons (they each blank to unexplored map, relying on Explorer's Club to tell them what to reveal).
I've just been playing with both Visits (to see what it does) and Explorer's Club (for Here be Dragons), and Here be Dragons is now acting up (now the blanked bits of F6 aren't accurate). I'll see what happens when I remove Visits.
2)
Throbtastic Crosshairs™ (I'm not sure that this is describable)
After I loaded it, I immediately had to launch due to a Marxist Assault on Onarmala - and my Frame Rate slowed to a crawl. I've never had this before (or at least, not for yonks).
This was unearthed (unOrmala'd?) in my latest.log:
Code: Select all
19:40:13.366 [script.javaScript.timeLimit] OperationCallback (OOJSEngineTimeManagement.m:229): ***** ERROR: Script "(null)" ran for 0.852317 seconds and has been terminated.
19:40:24.521 [script.javaScript.timeLimit] OperationCallback (OOJSEngineTimeManagement.m:229): ***** ERROR: Script "(null)" ran for 0.527152 seconds and has been terminated.
Are your Throbtasms throwing sand into my game?
Re: Some sensible tweaks (beacons, lasers, cargo, sun)
Posted: Thu May 29, 2025 6:48 am
by Wildeblood
Cholmondely wrote: ↑Thu May 29, 2025 5:23 am2)
Throbtastic Crosshairs™ (I'm not sure that this is describable)
After I loaded it, I immediately had to launch due to a Marxist Assault on Onarmala - and my Frame Rate slowed to a crawl. I've never had this before (or at least, not for yonks).
This was unearthed (unOrmala'd?) in my latest.log:
Code: Select all
19:40:13.366 [script.javaScript.timeLimit] OperationCallback (OOJSEngineTimeManagement.m:229): ***** ERROR: Script "(null)" ran for 0.852317 seconds and has been terminated.
19:40:24.521 [script.javaScript.timeLimit] OperationCallback (OOJSEngineTimeManagement.m:229): ***** ERROR: Script "(null)" ran for 0.527152 seconds and has been terminated.
Are your Throbtasms throwing sand into my game?
ERROR: Script "(null)" seems to speak for itself. Some noob has a script with no name set. Does that sound like me? Possibly.
You extract that script and check if it has a name, while I write a re-assuring reply to your first query in the Explorers' Club topic.