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PostPosted: Sun Oct 19, 2014 4:29 am 
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Version 6.04 is out. It makes the 3G ships much rarer in systems than they were before. Previously they were still much too common. My thanks to Spara.


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PostPosted: Tue Jan 20, 2015 7:46 pm 
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Ferdelance 3G + with turrets ( ferdelance3G_playerPlusModelWithTurrets )

Forward military laser didn't show a beam, i changed forward view position to this :
Code:
view_position_forward = "0.0 -2.85 26.0"; // not same as 3G

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PostPosted: Wed Jan 21, 2015 1:53 am 
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Thanks Lone_Wolf.

There's been some discussion on the forum about whether the lasers on player ships should - with a perfectly accurate laser - be visible to the player. You have prompted me to the conclusion that I want that to be the case for my ship, at least because of the relative positions of the front laser and the front view-port. So I've made a modification along the lines you suggest. I have taken the opportunity to improve the positions of the front lasers on my 3G ships.

However, I can't seem, right now, to upload the new OXZ to the hosting site (http://wiki.alioth.net/index.php/OXP_List). Perhaps the site is down, as it sometimes is. Or has the address changed? (I haven't uploaded anything for a while.) We'll see. Stand by!


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PostPosted: Wed Jan 21, 2015 1:55 am 
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The Wiki is currently down - back-up time, most probably.

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PostPosted: Wed Jan 21, 2015 11:55 pm 
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Thanks Cody.

The new version of my OXZ has now been uploaded to the wiki and is available from the in-game expansion pack manager.


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PostPosted: Tue Jun 02, 2015 7:23 pm 
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21:14:09.994 [oxp-standards.deprecated]: The conditions key is deprecated for equipment Sweeper-resistant navy missile

in Config/equipment.plist you are using the deprecated conditions= .
Please change to a condition script .

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PostPosted: Tue Jun 02, 2015 9:49 pm 
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Lone_Wolf: thanks; I'll do this as soon as I can. I have very little time at the moment. So it will be a while I am afraid.


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PostPosted: Thu Jun 11, 2015 10:53 pm 
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I'm afraid I'm not finding the documentation (http://wiki.alioth.net/index.php/Oolite ... on_scripts) pellucid. Could someone point me towards a sample conditions script (e.g. name an expansion pack that has one) or at least tell me what name a condition script is to have and even (though I suppose the answer is: 'in the Scripts folder') where it goes? (I had a look inside a few OXZ files, but I couldn't see anything relevant.)

Thanks.


Last edited by UK_Eliter on Fri Jun 12, 2015 1:42 pm, edited 1 time in total.

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PostPosted: Fri Jun 12, 2015 1:49 am 
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Put a "condition_script" = "myoxp_conditions.js"; line into your equipment.plist and do your condition check in allowAwardEquipment.
Yes, the Scripts folder is the place of the .js.

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PostPosted: Fri Jun 12, 2015 1:56 am 
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Quote:
Could someone point me towards a sample conditions script (e.g. name an expansion pack that has one).
Try Undocumented Launch. That's a very simple OXZ with a condition script. While you're there you could fix it for 1.82. (One only needs to change one word!)


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PostPosted: Fri Jun 12, 2015 10:22 am 
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A couple of mine
Cup of Tea
ExtraFuelTanks
Both are pretty straight forward - hope they help.

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PostPosted: Fri Jun 12, 2015 1:44 pm 
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Smivs, Wildeblood, Norby: thank you very much. I should be able to work out what I am doing now.


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PostPosted: Sat Jun 13, 2015 7:41 pm 
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One more question, people, I am afraid. It is: how do I set the price of equipment?

In my existing equipment.plist file, I have a key for each possible equipment offering, and, within that, I specify a price. How do I specify the price within my condition script and, more specifically, within this.allowAwardEquipment and, more specfically yet, within something like the folowing?
Code:
switch (eqKey)
	{
		case "EQ_F3G_ANTISWEEP_MISSILE":
			if (player.ship.dockedStation === "Navy SecCom Station")
			{
				allowed = true; // this will cause the funtion to return 'true', later.
			}
		[Code continues . .]
	}

Do I use this.updateEquipmentPrice? If so, how please?

Apologies if I overlook something obvious.


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PostPosted: Sun Jun 14, 2015 12:04 am 
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Quote:
How do I specify the price within my condition script and, more specifically, within this.allowAwardEquipment
Not within allowAwardEquipment but you can copy your code into updateEquipmentPrice also and return the new price in the same case.
Code:
this.updateEquipmentPrice = function(eqKey, currentPrice) {
    switch (eqKey) {
		case "EQ_F3G_ANTISWEEP_MISSILE":
			if (player.ship.dockedStation === "Navy SecCom Station") {
				    return(yourNewPrice);
			}
	 }
    return(currentPrice);
}

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PostPosted: Sun Jun 14, 2015 7:15 am 
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While we're talking about the FdL 3G, would it be worth changing the external views? Maybe pull the camera back from the ship a little?


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