Search found 1134 matches

by UK_Eliter
Tue May 28, 2019 5:47 pm
Forum: Expansion Pack
Topic: How to check an entity's altitude?
Replies: 16
Views: 8031

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: 8031

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: 16709

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: 16709

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: 16709

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: 168
Views: 112263

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: 5142

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: 168
Views: 112263

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: 16709

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: 16709

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: 5706
Views: 1115351

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
by UK_Eliter
Wed Apr 17, 2019 3:31 pm
Forum: Expansion Pack
Topic: Traffic Control OXP: small bug
Replies: 9
Views: 5396

Traffic Control OXP: small bug

I've this in my log: 16:24:13.741 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (TrafficControl 1.1): TypeError: system.mainStation is null I think the problem is that in interstellar space there is no main station, though one can be docked in various carriers. The OXP is ...
by UK_Eliter
Sat Apr 13, 2019 7:12 pm
Forum: Expansion Pack
Topic: Tionisla Orbital Graveyard 2.0
Replies: 31
Views: 14579

Re: Tionisla Orbital Graveyard 2.0

Nice. I like the idea of the glossy wrecks, in particular. I'll have to see whether my Interstellar Tweaks OXP - which as some wrecks in it - uses that or can use that.

EDIT: Yep. I can use your shipdata - if I may - to allow some of my interstellar hulks to use your paintjobs.
by UK_Eliter
Fri Apr 05, 2019 1:30 pm
Forum: Discussion
Topic: Screenshots
Replies: 5706
Views: 1115351

Re: Screenshots

Thanks for trying to help, another_commander. What you wrote will be of use to those better at this colour malarkey than I. I tried and .. created something green that glowed brown. I had not realised glowing brown was a possible visual sensation, but it turns out that it is. I restored the OXP from...
by UK_Eliter
Fri Apr 05, 2019 10:09 am
Forum: Discussion
Topic: Cloaking Device Vulnerability / Repairs
Replies: 24
Views: 10205

Re: Cloaking Device Vulnerability / Repairs

another_commander wrote:
Fri Apr 05, 2019 9:55 am
The missile [. . .] does not track the cloaked ship anymore until [. .] it decloaks [. .].
Ah . . So only a temporary reprieve!