Search found 361 matches
- Thu Jul 23, 2020 5:34 pm
- Forum: Discussion
- Topic: Flavour OXP – Named Stations – Would need help with a Script.
- Replies: 20
- Views: 4420
Re: Flavour OXP – Named Stations – Would need help with a Script.
I'm not seeing any way to get deterministic string expansions currently. But, I just hacked something up (I suspect my code is vastly over-complicated for what we need, but it seems to be working): diff --git a/src/Core/Scripting/OOJSGlobal.m b/src/Core/Scripting/OOJSGlobal.m index ec1dfd45..8f9ad1f...
- Thu Jul 23, 2020 5:27 pm
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 5934
- Views: 818240
Re: Science Fiction Trivia
I thought others would find them interesting. I could have reserved the links until after this round, but people still need to choose specific ones from the lists I shared or offer others.
- Thu Jul 23, 2020 5:25 pm
- Forum: Testing and Bug reports
- Topic: Strict mode warnings
- Replies: 15
- Views: 2897
Re: Strict mode warnings
I don't think I was a member of a group/escortGroup. I was flying solo at the time.
- Thu Jul 23, 2020 4:33 pm
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 5934
- Views: 818240
- Thu Jul 23, 2020 4:21 pm
- Forum: Discussion
- Topic: Flavour OXP – Named Stations – Would need help with a Script.
- Replies: 20
- Views: 4420
Re: Flavour OXP – Named Stations – Would need help with a Script.
Yes, what you are proposing is essentially the same as what I was proposing in my last post. But we need help from the core to support this, it isn't possible without being able to tell the game to use a different random sequence just for our rolls. The way the random number generator works, you can...
- Thu Jul 23, 2020 1:42 pm
- Forum: Discussion
- Topic: Flavour OXP – Named Stations – Would need help with a Script.
- Replies: 20
- Views: 4420
Re: Flavour OXP – Named Stations – Would need help with a Script.
What we want: - Ability to expand strings randomly, but deterministically across restarts/reloads (which includes being unaffected by random rolls done by anything other than our OXP ) - Different results in each system (i.e., each unique tuple of galaxy number and system number) - Different results...
- Wed Jul 22, 2020 11:19 pm
- Forum: Expansion Pack
- Topic: [WIP] Bounty system OXP
- Replies: 82
- Views: 46073
Re: [WIP] Bounty system OXP
It appears you incorporated the optimizations from my second post but overlooked the functional changes in the first post: viewtopic.php?p=270557#p270557
- Wed Jul 22, 2020 11:04 pm
- Forum: Discussion
- Topic: Flavour OXP – Named Stations – Would need help with a Script.
- Replies: 20
- Views: 4420
Re: Flavour OXP – Named Stations – Would need help with a Script.
the sequence would repeat after so many rolls and the ad on the 4th page would be the same as the one on the third page. Oolite 1.79 improved the randomization of string replacements so your workaround might not be needed now. Could we use the psedo-randomness to our advantage though? The planet de...
- Wed Jul 22, 2020 10:35 pm
- Forum: Expansion Pack
- Topic: [WIP] Bounty system OXP
- Replies: 82
- Views: 46073
Re: [WIP] Bounty system OXP
Did you not include the Broadcast Comms integration or just left it out of the change log?
- Wed Jul 22, 2020 7:33 pm
- Forum: Testing and Bug reports
- Topic: Strict mode warnings
- Replies: 15
- Views: 2897
Re: Strict mode warnings
Here's another error in your revised scripts, cag: Exception: TypeError: targ_posn is undefined Active script: Oolite Police AI 1.89 oolite-priorityai.js, line 1178: if (ship != this.ship && targ_posn.distanceTo(ship) < scan_range) This one occurred several times when I was being vaporized by police...
- Wed Jul 22, 2020 7:13 pm
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 74
- Views: 43378
Re: BroadcastComms MFD [Release]
Suggested revision (based on my last version, not yours if you made any changes): this.$surrenderCheckState_Police = function $surrenderCheckState_Police() { var that = $surrenderCheckState_Police; // pointer to this function var bountysystem = (that.bountysystem = that.bountysystem || worldScripts....
- Wed Jul 22, 2020 6:33 pm
- Forum: Expansion Pack
- Topic: BroadcastComms MFD [Release]
- Replies: 74
- Views: 43378
Re: BroadcastComms MFD [Release]
I think perhaps my final decision should be re-considered — by not hiding (most of) the bounty on every surrender instead of only the first surrender, the police AI will re-aggro shortly after the surrender, which was the original scenario I was trying to cure. Arguing in favor of hiding every time:...
- Wed Jul 22, 2020 6:24 pm
- Forum: Expansion Pack
- Topic: FICC
- Replies: 30
- Views: 16240
Re: FICC
That safety shut off would be very nice; let’s just say that running into a ship is very easy to do accidentally now (when throttle is maxed). Very small nitpick, but in the FCB, the && wsq in the following line is unnecessary because wsq isn't being cached across game restarts and ps._qchargerCheck...
- Wed Jul 22, 2020 5:55 pm
- Forum: Expansion Pack
- Topic: Traffic Control OXP: small bug
- Replies: 10
- Views: 6125
Re: Traffic Control OXP: small bug
I think I know which system that outpost is in.
Ladibe (240,71), {11,50,69,119,163} within 7.0 LY. Radius 4336 km.
Anarchy, Poor Agri. Pop. 0.8 B, Prod. 768 MCr. HC: 5, TL: 1, Human Colonials.
Ladibe is mildly notable for its inhabitants' unusual silliness.
- Wed Jul 22, 2020 5:49 pm
- Forum: Testing and Bug reports
- Topic: Copy-paste mistake (probably)
- Replies: 2
- Views: 914
Re: Copy-paste mistake (probably)
Actually, is the condition surrounding that log message correct? I guess it is, but the function syntax comment above the function definition wasn’t updated to reflect the optional parameter.