Search found 93 matches

by giantcabbage
Sun Feb 26, 2012 10:29 am
Forum: Shipyards
Topic: Can you modify structures
Replies: 2
Views: 305

Can you modify structures

Am I missing something, or are structures effectively a static datatype - i.e. once created it is not possible to modify the contents of a structure. Is this intentional, or just because they are a new addition to the engine? I would like to be able to use lnkAppend, lnkRemove, lnkReplace (or simila...
by giantcabbage
Fri Feb 03, 2012 12:21 am
Forum: Shipyards
Topic: Adventure Ideas
Replies: 5
Views: 477

Re: Adventure Ideas

Hi - I like those ideas. I do have vague plans to use my mission framework mod to add a few missions based around the Centauri and the Corporate Hierarchy broadly similar to the Freeworlds idea, except the Centauri would be capturing ships and annoying isolated stations rather than managing to destr...
by giantcabbage
Fri Feb 03, 2012 12:17 am
Forum: The Drawing Board
Topic: MissionFramework for 1.07
Replies: 5
Views: 967

Re: MissionFramework for 1.07

Thanks alterecco. I think you sent me something similar and I very nearly ended up using it ;o) There are a few reasons I’ve not done it yet (if I get around to a major rewrite though...) With the current approach the xml for the missions looks similar to built-in missions tied to individual station...
by giantcabbage
Sun Jan 29, 2012 10:35 pm
Forum: Shipyards
Topic: <OnPlayerEnteredSystem>
Replies: 2
Views: 468

Re: <OnPlayerEnteredSystem>

That is what I assumed at first, but aGateObj is not the exit gate and does not appear to be a valid objref. But I'm not sure what the scope is for the a* variables. Do they behave like function arguments, or are they just global variables which the engine sets before calling the event - i.e. was aG...
by giantcabbage
Sun Jan 29, 2012 5:34 pm
Forum: Shipyards
Topic: <OnPlayerEnteredSystem>
Replies: 2
Views: 468

<OnPlayerEnteredSystem>

According to the wiki the <OnPlayerEnteredSystem> event will have the variable aGateObj set to the gate that was entered.

Is this actually the case? If it is, then aGateObj will be invalid as the gate is in the previous system.
by giantcabbage
Sun Jan 29, 2012 5:04 pm
Forum: The Drawing Board
Topic: MissionFramework for 1.07
Replies: 5
Views: 967

Re: MissionFramework for 1.07

I've added an alternative framework based on virtual ships. This version is more buggy, but it does allow the creation of missions over multiple systems. I have included one example mission - available from the Sisters of Domina - which requires the player to go to another system and destroy a few r...
by giantcabbage
Sat Jan 21, 2012 11:41 pm
Forum: Beta Bug Reports
Topic: 1.07a Minor issues moving virtual ships between systems
Replies: 3
Views: 653

Re: 1.07a Minor issues moving virtual ships between systems

Yes - I've been meaning to get my trac account activated for some time now... Virtual ships do not behave that way initially. It is only after you jump to the second system that the game notices that they have no orders and removes them. Virtual ships do not represent an in-game object so they shoul...
by giantcabbage
Sat Jan 21, 2012 9:20 pm
Forum: Beta Bug Reports
Topic: 1.07a Minor issues moving virtual ships between systems
Replies: 3
Views: 653

1.07a Minor issues moving virtual ships between systems

If you create a virtual ship and get it to follow the player between systems there are two minor issues: First the gate effect is triggered when the virtual ship enters the new system. As a result it appears as if the gate effect occurs twice for the player ship. Secondly it is necessary to order th...
by giantcabbage
Fri Jan 13, 2012 9:07 pm
Forum: Shipyards
Topic: On Reactors
Replies: 6
Views: 1301

Re: On Reactors

Or you can measure the fuel by its energy content (joules). As power is defined as energy-per-second:
one megawatt-hour = 1,000,000 (joule / second) * hour = 3.6 GJ
one fuel unit = 3 MJ
one Helium fuel rod = 7.5 GJ
by giantcabbage
Sat Jan 07, 2012 7:23 pm
Forum: The Drawing Board
Topic: MissionFramework for 1.07
Replies: 5
Views: 967

MissionFramework for 1.07

I’ve updated the MissionFramework for v1.07a. In addition to various bug fixes, it now uses structures instead of lists for the dockscreen definitions. There are six missions so far (three are modified versions of ones from the original game) Destroy enemy station Rescue mining ship Centauri Occupat...
by giantcabbage
Mon Dec 12, 2011 10:51 pm
Forum: Beta Bug Reports
Topic: Wingman armor repair
Replies: 1
Views: 467

Wingman armor repair

Wingmen cannot repair their armor at stCommonwealthStationArmored (no NPCService data). This appears to be an oversight as stCommonwealthStation, stCommonwealthColony etc. do provide the service. CSCs do not provide NPCService either. This may be intentional as they are military. However, both Jenna...
by giantcabbage
Wed Dec 07, 2011 11:29 pm
Forum: Closed bug reports
Topic: 1.07a GetGlobalDockScreen crash
Replies: 2
Views: 479

1.07a GetGlobalDockScreen crash

Returning an invalid entry (i.e. not a list, or a list with something other than a dockscreen UNID) from the GetGlobalDockScreen event can cause Transcendence to crash when you dock. <StationType UNID="&msTest;" virtual="true" attributes="mission" name="Test Mission"> <Image imageID="&rsItems1;" ima...
by giantcabbage
Thu Dec 01, 2011 9:02 pm
Forum: Shipyards
Topic: Setq
Replies: 5
Views: 541

Re: Setq

I would vote for the second method (ticket 540) as a change to setq. In cases where you want to assign multiple variables I find it more readable than the other form. However, I think 532 is actually asking for something like Python's sequence unpacking where you might write: xpos,ypos = get_positio...
by giantcabbage
Wed Nov 30, 2011 11:18 pm
Forum: Closed bug reports
Topic: 1.07 Malformed structure will cause lock
Replies: 2
Views: 490

1.07 Malformed structure will cause lock

It is possible to lock the lisp interpreter with an invalid structure definition as it cannot identify mismatched parenthesis inside braces e.g. {OnPaneInit:( } If the above is in an event / function then transcendence will hang during initialisaion. If it is inside a StaticData element then the gam...
by giantcabbage
Mon Nov 28, 2011 9:47 pm
Forum: Beta Bug Reports
Topic: 1.07 sysFindObject with "R" criteria
Replies: 4
Views: 681

Re: 1.07 sysFindObject with "R" criteria

Yes, calling (sysFindObject gSource "s O:...;") within <OnCreate> doesn't work but (sysFindObject someOtherStation "s O:...;") or console commands do work.