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Messages - MenschMaschine

#61
[confused]
Please be more clear about the various thingies :)
I only know of the radar, the system-map where you see stations and asteroids and
where you can set names navigation points
and then there is the galaxy map.

Generally, if -all- your ideas are realized, it sounds good, but if only parts of them get realized,
it can get messy and unrealistic, as an example, why would anyone build a spacestation in
an unexplored location, if no one has any clue where is what at all times?
(that is a pro for only the player not having any maps and having to buy/find them or parts of them)

But, i still would find it weird, the stuff in the systems is not there since yesterday and in such an
advanced civilization, it would make sense that the jumpgate gives out updated maps to everyone who arrives right away.
Especially with the risk of pirates. (who could in specific cases (pirate den present in system)) could block those transmitted maps
from reaching new arrivals.

I like your ideas, kyokei, but they should be implemented with some common sense and a story-rooted background.

Edit: Crates have a <show_on_map>0</show_on_map> line.
I am guessing such could be added to any DATA section of any object to make it invisible on the map, just by modding.
#62
Modding info / Re: On-Board Messagesystem
April 16, 2015, 04:14:34 AM
Hm... Thinking about this, it would make for a good, easy, fast debug-system, where information from a script can be shown right on the screen.
I never saw anything anywhere when i uncommented those "//console.print"-lines and it could be used to debug a specific point in the code,
unlike the general debug setting which just produces a massive amount of text in the logfiles.

Maybe one of You moderators could change the topic of this thread to something like "point-specific debugging made easy" or so and make it sticky?
(i think i cannot change the topic-name myself)

I think it would be a big help for beginners like me who know how to change stuff inside the code, but not really (yet) know how to program.

It sure is a bigbig help for me, as now i can practically turn any of those //console.print-lines in the code into lines that actually show me what happens,
when i change things (for good or for worse).
#63
Modding info / Re: On-Board Messagesystem
April 16, 2015, 04:04:47 AM
Alright, this is now a happy ManMachine :D

I replaced

console.Print("Mining range modifier current: " + mining_range_modifier);

with

game.SendNotificationError(game.GetShipOwner(args.ship_id), "Mining range modifier current: " + mining_range_modifier);


and it works!

Thanks go to jeeplaw for helping in the first place and Maroku for the final solution :)
#64
Modding info / Re: On-Board Messagesystem
April 15, 2015, 10:21:03 AM
Thank you, jeeplaw :)

However, i think i need to be more precise, as i do not have a valid clue how to implement your solution.

Basically, i want to put what is in those console.Print messages into game.SendNotification messages.

So in ModuleMining.js in function OnUpdateCache(args) i changed this:

// console.Print("Mining range modifier current: " + mining_range_modifier);

into this:

game.SendNotification(player_name, "Current Mining Range Modifier: " + mining_range_modifier);

and after the using part (outside of and above function OnUpdateCache(args) i added this:

    var player_ship = args.ship_id;
    var player_name = game.GetShipOwner(args.ship_id);


Now i always get this error "[ERR] Script exception! ReferenceError: args is not defined at ModuleMining:21"
and it refers me to the var player_ship = args.ship_id; line.

What am i doing wrong?
#65
Modding info / On-Board Messagesystem
April 15, 2015, 03:28:48 AM
Greetings  :)

From inside modulemining.js i want to send a message to the player, but console.print or document.write does not seem to work.

How can i send a notification (including the value of variables from mentioned script) to the screen of the player?