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Split: Custom Shields OXP

Posted: Tue Jul 22, 2014 5:17 pm
by Zireael
Moderator: Split from Progress thread.
I am particularly enamoured of the 'shield effects' OXZ
What is the OXZ you're referring to?

Re: Progress

Posted: Tue Jul 22, 2014 7:08 pm
by Bangbangduck
Zireael wrote:
I am particularly enamoured of the 'shield effects' OXZ
What is the OXZ you're referring to?

Custom Shields. Hit an NPC and the shields flash as they 'absorb' the laser fire. Looks fantastic!

BBD

Re: Progress

Posted: Tue Jul 22, 2014 7:52 pm
by mossfoot
Bangbangduck wrote:
Zireael wrote:
I am particularly enamoured of the 'shield effects' OXZ
What is the OXZ you're referring to?

Custom Shields. Hit an NPC and the shields flash as they 'absorb' the laser fire. Looks fantastic!

BBD
Need those better explosions added in OXZ to accompany them :)

Re: Split: Custom Shields OXP

Posted: Tue Jul 22, 2014 7:57 pm
by another_commander
Custom Shields OXP discussion split to own thread from Progress.

Re: Split: Custom Shields OXP

Posted: Fri Jul 14, 2017 10:23 pm
by UK_Eliter
I've noticed a problem - pretty much cosmetic - when looking at my logs. It's errors of this type:

[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (customshields 0.83): TypeError: player.ship.position is undefined

I imagine they are generated when they player is docked or has launched the escape pod.

What is needed, I think, is - within the functions in the script that interrogate player.ship.position, something like this:

Code: Select all

if (player.ship.isValid && player.ship.position) { <your code here>
}
It's not necessary to check whether player.ship exists at all, because it always does.