Search found 3009 matches
- Sun Feb 03, 2008 6:03 pm
- Forum: Testing and Bug reports
- Topic: blowUpStation - not a good idea.
- Replies: 4
- Views: 1417
blowUpStation - not a good idea.
The 'blowUpStation' legacy command seems half-broken in Oolite 1.70 - windows. Depending on how much virtual memory is being used, doing the following: player.call('blowUpStation'); is more and more likely to exit oolite suddenly, and take you back to the desktop. Does the same happen with macs, or ...
- Sat Feb 02, 2008 9:56 pm
- Forum: Testing and Bug reports
- Topic: this.missionScreenEnded mini-bug
- Replies: 17
- Views: 4898
this.missionScreenEnded mini-bug
If you launch directly from a mission screen, without pressing space, this.missionScreenEnded doesn't fire.
I had
which would clear the mission background only if I pressed space.
I had
Code: Select all
this.missionScreenEnded=function(){
mission.clearMissionScreen();
}
- Sat Feb 02, 2008 9:51 pm
- Forum: Testing and Bug reports
- Topic: hasEquipment and lasers?
- Replies: 4
- Views: 1472
- Sat Feb 02, 2008 4:27 pm
- Forum: Testing and Bug reports
- Topic: hasEquipment and lasers?
- Replies: 4
- Views: 1472
- Sat Feb 02, 2008 1:07 pm
- Forum: Testing and Bug reports
- Topic: OOlite 1.70 and Asteroid Storm OXP: Mission solving itself
- Replies: 15
- Views: 4160
- Sat Feb 02, 2008 1:01 pm
- Forum: Discussion
- Topic: courier 2
- Replies: 17
- Views: 3878
- Sat Feb 02, 2008 12:58 pm
- Forum: Testing and Bug reports
- Topic: hasEquipment and lasers?
- Replies: 4
- Views: 1472
hasEquipment and lasers?
In vanilla 1.70 I've tried the following in js if (player.hasEquipment('EQ_WEAPON_MILITARY_LASER')) { //ooh nice! .... } but it returns false whether I've got the military laser or not. I looked at the wiki, and the twin plasma lasers are are the only lasers that can be tested for. Is there a way in...
- Sat Feb 02, 2008 3:10 am
- Forum: Testing and Bug reports
- Topic: OOlite 1.70 and Asteroid Storm OXP: Mission solving itself
- Replies: 15
- Views: 4160
Aha! I was calling blowUpStation from inside the AI (the death_actions in 1.70 are overridden when you attach a script to a ship) On the plus side I've now got a very complex way of making 'a' station explode, on the minus side it's very complex. I'll see what I can do with sendScriptMessage! Cheers...
- Fri Feb 01, 2008 8:46 pm
- Forum: Testing and Bug reports
- Topic: OOlite 1.70 and Asteroid Storm OXP: Mission solving itself
- Replies: 15
- Views: 4160
the station that wouldn't die
This is mad slightly annoying. blowUpStation doesn't seem to work either. is there a way to call a javascript function from within an AI script?
- Fri Feb 01, 2008 4:55 pm
- Forum: Expansion Pack
- Topic: Javascript inside ships - problems, problems?
- Replies: 9
- Views: 4253
I found out what was happening: All the global variables/objects get dereferenced from within the ship script after a kill & reload from save, as per what happened to Littlebear with re-spawning in here As he says, the first time round everything works ok, then player, system missionVariables, etc g...
- Fri Feb 01, 2008 4:23 pm
- Forum: Testing and Bug reports
- Topic: OOlite 1.70 and Asteroid Storm OXP: Mission solving itself
- Replies: 15
- Views: 4160
- Fri Feb 01, 2008 1:31 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1042
- Views: 283275
- Fri Feb 01, 2008 1:22 pm
- Forum: Testing and Bug reports
- Topic: OOlite 1.70 and Asteroid Storm OXP: Mission solving itself
- Replies: 15
- Views: 4160
Hmmm, nope, that station doesn't want to die... The change must have happened some time ago, because I tried 1.68 just now, and the station didn't die there either... After banging my head against this problem for a while, I finally figured out something that works! @LB: I need to run some more test...
- Fri Feb 01, 2008 12:05 pm
- Forum: Expansion Pack
- Topic: Javascript inside ships - problems, problems?
- Replies: 9
- Views: 4253
yes, 1.70 vanilla. I'm trying to get a simple script to run for people who've downloaded 1.70-test I haven't actually tested the last svn, but I'm pretty sure that this problem won't be there. (will test & let you know) Before I forget, it looks like Log & LogWithClass don't actually do anything fro...
- Fri Feb 01, 2008 11:36 am
- Forum: Expansion Pack
- Topic: Javascript inside ships - problems, problems?
- Replies: 9
- Views: 4253
Javascript inside ships - problems, problems?
First of all, I've discovered that if you put script = "myShipScript.js" inside shipdata.plist, the old style scripting - like death_actions - will not be used by that ship. Quite puzzling for a while until I figured that out. I've now got two questions: - is there a list of all js events that apply...