Search found 64 matches

by docwild
Mon Jul 19, 2010 11:58 pm
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 216312

There are limits on how many I allow and they aren't used "ingame" as that would be foolish. building javascript arrays, as you suggest, is easier with array = missionVariables["string" + i] than it is slicing fifteen strings out of one variable, storing their indices and then generating them. I thi...
by docwild
Mon Jul 19, 2010 6:49 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394195

You know, I hadn't considered buoys. Doh.

I'm sure there is a lot I'm doing which is misguided, but that's how you learn I guess.
by docwild
Mon Jul 19, 2010 6:45 pm
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 216312

Not sure if it has been mentioned before but a push() and pop() method for missionVariables would be most handy, allowing you to treat indexed variables as arrays with dynamic assignment for cross referencing and such like. Not sure if that was clear, this is how I remove a variable after popping fr...
by docwild
Mon Jul 19, 2010 3:13 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394195

A couple more: Beacon codes: becaonCode and isBeacon are read only and I find myself needing to add a beacon to an already existing station without a beacon. It seems the easiest way to do it is to remove() the entity and replace it with an identical entity which is defined slightly differently in s...
by docwild
Sun Jul 18, 2010 2:55 pm
Forum: Expansion Pack
Topic: Oolite 6th Birthday present [RELEASE]
Replies: 16
Views: 2785

This is all very nice but someone mentioned cake?

serious business...
by docwild
Fri Jul 16, 2010 2:07 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394195

I cannot access the wiki from the office so, unfortunately I cannot provide a link right now, but I recommend you search and read up on the OOJSTimer class in the Javascript section. You can do everything you need that involves timing and very efficiently, too. Thanks, I was under the impression th...
by docwild
Fri Jul 16, 2010 1:47 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394195

Thanks you three... I'm using the AI state machine as a hacky timer (game time): "NOTHING_FOUND" = ( "sendScriptMessage: playerNotDetected", "pauseAI: 20.0", "setStateTo: IDLE"); and then: this.playerNotDetected = function() //this is called every 20 seconds that player isnt detected by station { if...
by docwild
Thu Jul 15, 2010 9:15 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 394195

The AI scripts, (JS), stored in an OXPs script folder. i.e the ship scripts, not the world scripts... Spawning several stations using the same JS script but differing state machines would I be right in assuming that each station will have its unique copy of the ship Jscript with persistent and seper...
by docwild
Wed Jul 14, 2010 7:18 pm
Forum: Discussion
Topic: Group dogfight tactics
Replies: 32
Views: 5449

That'll probably be why.. I seemed to be under the impression the outposts were in the Anarchy OXP.
by docwild
Wed Jul 14, 2010 2:33 pm
Forum: Testing and Bug reports
Topic: System.addShips
Replies: 29
Views: 3050

Very nice, thank you.

Generating a ship/object explicitly given its attributes is much more elitey anyway.

Now there's a new adjective....
by docwild
Wed Jul 14, 2010 1:32 pm
Forum: Testing and Bug reports
Topic: System.addShips
Replies: 29
Views: 3050

Thanks kaks. You also answered the question about repositioning even though I forgot to ask it. Now that's service.

I do have the other log entry, or its equivalent, which is how I know it wasn't precise. :wink:
by docwild
Wed Jul 14, 2010 12:46 pm
Forum: Discussion
Topic: Group dogfight tactics
Replies: 32
Views: 5449

I have over 1100 kills and I have yet to find the cloaking device, a hacker outpost or probably many other gems. They'll turn up one day. That is what I love about this game.
by docwild
Wed Jul 14, 2010 12:39 pm
Forum: Testing and Bug reports
Topic: System.addShips
Replies: 29
Views: 3050

Hey, Arhuman. I understand. I have begun some scripting and I might be able to provide a small writeup about how the the methods are used and so forth if interested. //add unknown asteroids randomly for(let i = 1; i <= systemAsteroids; i++) { let basePosition = randomVector.add(station.position); //...
by docwild
Mon Jul 12, 2010 2:46 pm
Forum: Expansion Pack
Topic: Mining OXP
Replies: 59
Views: 6909

I think visiting to collect is better, I'm not sure about a docking port appearing but it would possibly make a lot of things easier. Perhaps the asteroid scanner could take up the function when the player is in range; maybe dumping alloys or precious metals into the hold (star trek transporter styl...
by docwild
Mon Jul 12, 2010 12:35 pm
Forum: Expansion Pack
Topic: Mining OXP
Replies: 59
Views: 6909

Mining OXP

I'll start this thread to see if there is any interest or if it has been done before but I'm thinking of something along the lines of creating large asteroids between 1.5 and 3 AUs in every system. These asteroids would be large and permanent. Placing them randomly would be the easiest solution, wit...