Search found 3009 matches

by Kaks
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 ...
by Kaks
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

Code: Select all

this.missionScreenEnded=function(){
	mission.clearMissionScreen();
}
which would clear the mission background only if I pressed space.
by Kaks
Sat Feb 02, 2008 9:51 pm
Forum: Testing and Bug reports
Topic: hasEquipment and lasers?
Replies: 4
Views: 1472

I did get that impression....

Shame, it would really help to know the lasers equipped, so we can scale the challenge up & down accordingly.

I ended up using the player's score. Unlikely someone manages 60 odd kills with a pulse laser & a toothpick! :)
by Kaks
Sat Feb 02, 2008 4:27 pm
Forum: Testing and Bug reports
Topic: hasEquipment and lasers?
Replies: 4
Views: 1472

Hmmm, I tried to see if I could figure out the type of laser depending on weaponRange but, at least in 1.70 vanilla, it's always0 if you've got military, pulse, and beam lasers installed...

Is that working as intended?

Cheers,

Kaks
by Kaks
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

Yep, got it working flawlessly now!

I just want to see if I can make a badder version of the asteroid if you have a military laser & this baby is ready!
by Kaks
Sat Feb 02, 2008 1:01 pm
Forum: Discussion
Topic: courier 2
Replies: 17
Views: 3878

Hope it's not Kitt from Knight Rider!!!! :D
by Kaks
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...
by Kaks
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...
by Kaks
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?
by Kaks
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...
by Kaks
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

...but if you change roles the aegis is not going to show up anymore.... or is there a way around that?
by Kaks
Fri Feb 01, 2008 1:31 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1042
Views: 283275

Nice!

<drops jaw>

And it's so... vast... !

Almost a whole new game just by itself.... wow!

<picking jaw debris from floor>
I see I've still got 'a few' things to learn, sensei. :D
by Kaks
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...
by Kaks
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...
by Kaks
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...