Search found 1137 matches
- Wed May 29, 2019 1:57 am
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
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...
- Wed May 29, 2019 12:45 am
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
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...
- Tue May 28, 2019 11:32 pm
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
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...
- Tue May 28, 2019 5:47 pm
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
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 ...
- Sun May 26, 2019 7:41 pm
- Forum: Expansion Pack
- Topic: How to check an entity's altitude?
- Replies: 16
- Views: 9533
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 ...
- Fri May 10, 2019 3:48 pm
- Forum: Expansion Pack
- Topic: Escape Pod Tweaks
- Replies: 34
- Views: 18981
Re: Escape Pod Tweaks
OK, thanks!
- Fri May 10, 2019 1:58 am
- Forum: Expansion Pack
- Topic: Escape Pod Tweaks
- Replies: 34
- Views: 18981
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...
- Thu May 09, 2019 9:33 am
- Forum: Expansion Pack
- Topic: Escape Pod Tweaks
- Replies: 34
- Views: 18981
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 ...
- Wed May 08, 2019 12:14 am
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 120170
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.
- Tue May 07, 2019 11:15 pm
- Forum: Oolite-Linux
- Topic: I found the inspiration for the Plasma Desktop
- Replies: 0
- Views: 6893
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...
- Tue May 07, 2019 8:50 pm
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 120170
Re: Commies.oxp (v2.07)
Comrades,
I'm getting this in the log, fairly regularly (though just how regularly, I have not checked):
I'm getting this in the log, fairly regularly (though just how regularly, I have not checked):
I have Commies 2.16 and Oolite 1.88.[commies.populator]: OOPS! No com liners spawned (1)
- Tue May 07, 2019 8:24 pm
- Forum: Expansion Pack
- Topic: Escape Pod Tweaks
- Replies: 34
- Views: 18981
Re: Escape Pod Tweaks
It's easy to make small mistakes. (Witness my post and its 'let in'!)
- Tue May 07, 2019 6:55 pm
- Forum: Expansion Pack
- Topic: Escape Pod Tweaks
- Replies: 34
- Views: 18981
Re: Escape Pod Tweaks
Hey phkb,
There seems to be some debug info left in EscapePodTweaks:
Unless I myself enabled some debugging by accident. But, ah, the version is 0.7 . .
EDITED: a typo.
There seems to be some debug info left in EscapePodTweaks:
Code: Select all
EscapePodTweaks 0.7
[. . .]
19:51:19.026 [EscapePodTweaks]: got here
EDITED: a typo.
- Sun Apr 28, 2019 3:36 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 5737
- Views: 1203005
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!


- Wed Apr 17, 2019 3:31 pm
- Forum: Expansion Pack
- Topic: Traffic Control OXP: small bug
- Replies: 10
- Views: 7207
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 ...