Search found 1108 matches

by UK_Eliter
Wed May 29, 2019 1:31 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 6574

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: 6574

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: 6574

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: 6574

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: 6574

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: 6574

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: 14885

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: 14885

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: 14885

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 ...
by UK_Eliter
Wed May 08, 2019 12:14 am
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 157
Views: 94152

Re: Commies.oxp (v2.07)

Thanks phkb. It would be nice not even to see the message, though. Failing that, perhaps the message could tag itself 'Notice' or somesuch - so that one does not think it is the report of an error.
by UK_Eliter
Tue May 07, 2019 11:15 pm
Forum: Oolite-Linux
Topic: I found the inspiration for the Plasma Desktop
Replies: 0
Views: 3302

I found the inspiration for the Plasma Desktop

It's the planet Bisoaton, in galaxy 5. https://i.postimg.cc/jST5RQC6/plasma.png I knew something had to explain the weird wallpaper featured in that Plasma release . . I don't think I have entirely captured the resemblance, but I think you will get the idea. https://i.postimg.cc/TPY3DdVp/plasma2.png...
by UK_Eliter
Tue May 07, 2019 8:50 pm
Forum: Expansion Pack
Topic: Commies.oxp (v2.07)
Replies: 157
Views: 94152

Re: Commies.oxp (v2.07)

Comrades,

I'm getting this in the log, fairly regularly (though just how regularly, I have not checked):
[commies.populator]: OOPS! No com liners spawned (1)
I have Commies 2.16 and Oolite 1.88.
by UK_Eliter
Tue May 07, 2019 8:24 pm
Forum: Expansion Pack
Topic: Escape Pod Tweaks
Replies: 34
Views: 14885

Re: Escape Pod Tweaks

It's easy to make small mistakes. (Witness my post and its 'let in'!)
by UK_Eliter
Tue May 07, 2019 6:55 pm
Forum: Expansion Pack
Topic: Escape Pod Tweaks
Replies: 34
Views: 14885

Re: Escape Pod Tweaks

Hey phkb,

There seems to be some debug info left in EscapePodTweaks:

Code: Select all

EscapePodTweaks 0.7
[. . .]
19:51:19.026 [EscapePodTweaks]: got here
Unless I myself enabled some debugging by accident. But, ah, the version is 0.7 . .

EDITED: a typo.
by UK_Eliter
Sun Apr 28, 2019 3:36 am
Forum: Discussion
Topic: Screenshots
Replies: 5614
Views: 1044943

Re: Screenshots

A sight seldom seen. Indeed almost an 'easter-egg'. It's a painting - or, er, something - on a back wall of a salvage gang! The person who made this did a nice job!

Image