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Re: Alternative Contracts Interface

Posted: Sat Nov 24, 2012 6:26 pm
by Diziet Sma
Wildeblood wrote:
if (guiScreen !== "GUI_SCREEN_MAIN" && !player.ship.isDocked)
Sorry to report that that's not making any difference.. :(

Re: Alternative Contracts Interface

Posted: Sat Nov 24, 2012 6:34 pm
by Smivs
Is it missing a couple of '=' ?

Code: Select all

if (guiScreen !== "GUI_SCREEN_MAIN" && !==player.ship.isDocked)

Re: Alternative Contracts Interface

Posted: Sat Nov 24, 2012 7:03 pm
by Wildeblood
Diziet Sma wrote:
Wildeblood wrote:
if (guiScreen !== "GUI_SCREEN_MAIN" && !player.ship.isDocked)
Sorry to report that that's not making any difference.. :(
Yeah, the boolean is called just .docked, not .isDocked. :evil: Try this:-

Code: Select all

this.guiScreenChanged = function()
   {
   if (player.ship.docked) return;
   if (guiScreen !== "GUI_SCREEN_MAIN")
      {
      player.ship.hudHidden = false;
      return;
      }
   }
If that doesn't fix it... well, it should.

Re: Alternative Contracts Interface

Posted: Sat Nov 24, 2012 7:10 pm
by Diziet Sma
Smivs wrote:
Is it missing a couple of '=' ?

Code: Select all

if (guiScreen !== "GUI_SCREEN_MAIN" && !==player.ship.isDocked)
Doh! Yep.. that fixed it.. :lol:

Ya know, I even wondered about that when I first looked at it, but figured Wildeblood knows this stuff way better than I do, so I assumed !player.ship.isDocked must be the correct usage.

Re: Alternative Contracts Interface

Posted: Sat Nov 24, 2012 7:18 pm
by Diziet Sma
Wildeblood wrote:
Diziet Sma wrote:
Wildeblood wrote:
if (guiScreen !== "GUI_SCREEN_MAIN" && !player.ship.isDocked)
Sorry to report that that's not making any difference.. :(
Yeah, the boolean is called just .docked, not .isDocked. :evil: Try this:-

Code: Select all

this.guiScreenChanged = function()
   {
   if (player.ship.docked) return;
   if (guiScreen !== "GUI_SCREEN_MAIN")
      {
      player.ship.hudHidden = false;
      return;
      }
   }
If that doesn't fix it... well, it should.
It does! Many thanks! 8)

Re: Alternative Contracts Interface

Posted: Sat Nov 24, 2012 7:18 pm
by Wildeblood
Diziet Sma wrote:
Smivs wrote:
Is it missing a couple of '=' ?

Code: Select all

if (guiScreen !== "GUI_SCREEN_MAIN" && !==player.ship.isDocked)
Doh! Yep.. that fixed it.. :lol:
That's un-possible.
Diziet Sma wrote:
Ya know, I even wondered about that when I first looked at it, but figured Wildeblood knows this stuff way better than I do, so I assumed !player.ship.isDocked must be the correct usage.
It is, except it should have been !player.ship.docked

Re: Alternative Contracts Interface

Posted: Sat Nov 24, 2012 7:22 pm
by Diziet Sma
Wildeblood wrote:
Diziet Sma wrote:
Smivs wrote:
Is it missing a couple of '=' ?

Code: Select all

if (guiScreen !== "GUI_SCREEN_MAIN" && !==player.ship.isDocked)
Doh! Yep.. that fixed it.. :lol:
That's un-possible.
Well, it worked. Try it yourself if you don't believe me.

Re: Alternative Contracts Interface

Posted: Sun Nov 25, 2012 12:58 am
by Wildeblood
Diziet Sma wrote:
Wildeblood wrote:
Smivs wrote:
Is it missing a couple of '=' ?

Code: Select all

if (guiScreen !== "GUI_SCREEN_MAIN" && !==player.ship.isDocked)
That's un-possible.
Well, it worked. Try it yourself if you don't believe me.
I don' need to try it. :D It appeared to work because it stopped the script at the point you wanted it to stop. But it would also stop at the same point whether you were docked or not.

Re: Alternative Contracts Interface

Posted: Sun Nov 25, 2012 5:52 am
by Diziet Sma
Fair enough.. :lol:

(Thanks for the second fix) :D

Re: Alternative Contracts Interface

Posted: Sun Nov 25, 2012 10:16 am
by Wildeblood
I hope you tested it properly, Diziet Sma, because I just uploaded it without testing it myself. :oops:

Re: Alternative Contracts Interface

Posted: Sun Nov 25, 2012 10:22 am
by Diziet Sma
I wouldn't say "thoroughly", but it all seems to work correctly so far..

No hud in external views, and the Contract Interface looks the way it should. 8)