Is there a way to supress console messages?

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Amy Wong
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Is there a way to supress console messages?

Post by Amy Wong » Tue Jan 06, 2015 1:19 am

Hi there,

the Problem:
When setting the player.ship.target property and the ident system is online then a message will be displayed. Is there a way to supress this message?

I'd prefer an alternative way to identify the target without setting the cursor over it and of course without any message, but the only way I found to identify ships anyways, is to set the players target. :(

If there is an alternative way, please let me know.

Amy

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cim
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Re: Is there a way to supress console messages?

Post by cim » Tue Jan 06, 2015 7:40 am

The two relevant messages are

Code: Select all

"missile-locked-onto-@"			= "Missile locked onto %@.";
"ident-locked-onto-@"			= "Ident system locked onto %@.";
so you could suppress them by having a file containing

Code: Select all

{
"missile-locked-onto-@"			= "";
"ident-locked-onto-@"			= "";
}
placed in AddOns/Config/descriptions.plist

As far as other ways to identify targets go, that's probably OXPable, but it depends on how you want to identify them.

Amy Wong
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Re: Is there a way to supress console messages?

Post by Amy Wong » Wed Jan 07, 2015 9:39 am

Hi cim,

thank you for your quick reply.
cim wrote:The two relevant messages are

Code: Select all

"missile-locked-onto-@"			= "Missile locked onto %@.";
"ident-locked-onto-@"			= "Ident system locked onto %@.";
so you could suppress them by having a file containing

Code: Select all

{
"missile-locked-onto-@"			= "";
"ident-locked-onto-@"			= "";
}
placed in AddOns/Config/descriptions.plist

As far as other ways to identify targets go, that's probably OXPable, but it depends on how you want to identify them.
I tried your solution, but there are too much side effects (missiles activated without warning, some targets are lost, the messages disappeared but the "target locked" sound was still alive, ...).

What I need is a way to store identified targets in ships memory without any message or sound signal. To get and store the targets is very simple, but they must be identified and the player should be able to cycle trough the targets too.

I'm going to set this project on hold until I get more experience and will then try to get a better solution and maybe there might be an oxp to publish as result. First I'm going to realize some other ideas.

Amy

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Wildeblood
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Re: Is there a way to supress console messages?

Post by Wildeblood » Wed Jan 07, 2015 9:54 am

Have you tried timer's Target System Upgrade OXP? It's available in the download manager.

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Norby
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Re: Is there a way to supress console messages?

Post by Norby » Wed Jan 07, 2015 10:19 am

Amy Wong wrote:"target locked" sound was still alive
You can edit the "[ident-locked-on]" sound definition in customsounds.plist like in [wiki]BGS[/wiki].
Amy Wong wrote:the player should be able to cycle trough the targets too.
Check Telescope for ideas which maintain a list of all nearby targets, you can cycle these when primed, can lock the most centered target not only in the crosshairs and if you turn off your weapons then continually set your target lock to the most centered target so you can do a fast check over many targets just by turning your ship across them.

Amy Wong
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Re: Is there a way to supress console messages?

Post by Amy Wong » Fri Jan 09, 2015 7:14 pm

Hi and sorry for my late reply!

The "Telescope" is a very nice equipment, but the rings are confusing and the auto target function is conflicting with my oxp. But don't worry about it. I'm still coding just to learn the object model, so it doesn't matter anyways. And I have a lot to learn about the oolite object model.

The "Target System Upgrade" didn't help me, but it also didn't conflict with my oxp.

Thanx for all your advices. I appreciate it. Meanwhile I have some good brandnew ideas for new oxps. Hopefully I'm able to finish them soon.

Amy

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