Search found 1099 matches

by UK_Eliter
Tue Jul 09, 2019 3:12 pm
Forum: Suggestion Box
Topic: star trek ships?
Replies: 44
Views: 9079

Re: star trek ships?

You might want to ask on the Linux subforum about freeware programs (for, even if you are not on Linux, those folks are likely to know of freeware stuff - some of which might work on other operating systems). As to unweaving the rainbow, as it were: I haven't found that this diminishes my appreciati...
by UK_Eliter
Mon Jun 24, 2019 2:00 pm
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 131
Views: 68859

Re: Commies.oxp (v2.07)

Good stuff, phkb!
by UK_Eliter
Mon Jun 03, 2019 2:59 am
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

Re: How to check an entity's altitude?

Thanks very much Rustem. I'm seeing what I can get working . .
by UK_Eliter
Fri May 31, 2019 12:21 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1463
Views: 348331

Re: Scripters cove

Thanks! I'll have a go with that code and with the ideas offered elsewhere by rustem.
by UK_Eliter
Thu May 30, 2019 10:59 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1463
Views: 348331

Re: Scripters cove

Dear all I am after a way of setting a (any) perpendicular course from a celestial object (sun or planet or secondary planet - or, better: a roughly - not exactly, i.e. I want some randomisation. I know how to get the celestial entity - with all its properties, I think - as an element in an array, b...
by UK_Eliter
Thu May 30, 2019 9:22 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

Re: How to check an entity's altitude?

phkb, Yes indeed! That's the stuff! The magic of Oolite and Javascript! I now have the escorts recognising - without too much system load - when they are close to celestial bodies, messaging the player about it, and sometimes temporarily refusing to go further. The next and - for the moment, last - ...
by UK_Eliter
Wed May 29, 2019 1:31 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

Re: How to check an entity's altitude?

Thanks, phkb! One more (slightly involved) thing, if I may. I'm making progress, but I'd like the calcAltitudeForShip function to return, additionally, a boolean that is true if and only the player is moving towards the nearest celestial body. To that, I imagine we'd need to check the ship's speed (...
by UK_Eliter
Wed May 29, 2019 1:57 am
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

Re: How to check an entity's altitude?

Also, I've forgotten how to get AI state changes - using plist AIs - to get logged in the main Oolite log. The following, in a ship script, doesn't seem to do it (even though I have the debugOXZ installed). this.debug = true; var consoleDebugMessages; if ( this.debug === true ) { this.logging = true...
by UK_Eliter
Wed May 29, 2019 12:45 am
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

Re: How to check an entity's altitude?

Hmm! I have not yet tested - I've only just finished the first draft of my code - but: The aegis check is part of the system update and messages needs no command to generate them. The following messages are only generated when the status changes. "AEGIS_CLOSE_TO_PLANET": Within 3x planetary radius o...
by UK_Eliter
Tue May 28, 2019 11:32 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

Re: How to check an entity's altitude?

Marvellous. I will use that code - in conjunction with the automatically generated AI messages. For, I'll do this. When a hiredGun receives a 'CLOSE_TO_<SOMETHING>' message, I'll start a timer that calls your js code and reacts to its findings; when a hiredGun receives an 'AWAY_FROM_<SOMETHING>' mes...
by UK_Eliter
Tue May 28, 2019 5:47 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

Re: How to check an entity's altitude?

phkb: thanks for the reply. Now . . > What I did notice is that the older plist AI methods have some messages you can respond to: AEGIS_CLOSE_TO_MAIN_PLANET, CLOSE_TO_PLANET, CLOSE_TO_MOON, and CLOSE_TO_SECONDARY_PLANET. I'm not sure if equivalent functions exist in the newer PriorityAI. I am using ...
by UK_Eliter
Sun May 26, 2019 7:41 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 1978

How to check an entity's altitude?

Dear all I'm updating Thargoid's HiredGuns OXP (with his permission). One thing that needs changing is the tendency of the escorts (the 'hired guns') to crash into planetary bodies. Now, I am having trouble determining how close they are to such bodies. True, there are various messages Oolite gives ...
by UK_Eliter
Fri May 10, 2019 3:48 pm
Forum: Expansion Pack
Topic: Escape Pod Tweaks
Replies: 34
Views: 10171

Re: Escape Pod Tweaks

OK, thanks!
by UK_Eliter
Fri May 10, 2019 1:58 am
Forum: Expansion Pack
Topic: Escape Pod Tweaks
Replies: 34
Views: 10171

Re: Escape Pod Tweaks

Thanks, pkhb. Although, the F5F5 Manifest page, where I list all the pilot names of any scooped escape pods, will show "A desperate stray, who contributes a small reward (Clean)", which is at least grammatically correct, even if it telegraphs what is going to happen a little [. . .] Do you mean that...
by UK_Eliter
Thu May 09, 2019 9:33 am
Forum: Expansion Pack
Topic: Escape Pod Tweaks
Replies: 34
Views: 10171

Re: Escape Pod Tweaks

Dear phkb Good stuff. Now: need interstellarTweaks have such a shipdata file? For, that OXP of mine specifies pilots for escape pods, in order (principally) to change the reward messages at stations. However, I do not use scripts as such (and instead use only a characters.plist file). I do not know ...