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  • subentities = (
    6 KB (580 words) - 00:23, 27 October 2022
  • *v0.13-Fixed bug in handling of ships with no subEntities.
    6 KB (920 words) - 02:41, 29 February 2024
  • ...ea came from an experimental design from Griff by Eric Walsh which assigns subentities to equipment. ...hapes of the classic elite ships combined with added detail using reusable subentities.
    16 KB (2,627 words) - 09:29, 18 March 2024
  • ...ionscreen. To make things look right you need mechanisms to move elements (subentities), to sync movements and to get effects. E.g. models on missionscreens don't
    3 KB (543 words) - 02:31, 29 February 2024
  • ...of colour, a bit in the Soviet tradition, It adds a more primitive set of subentities, and tries to look further back to the feel of the ''Elite Manual'' as it i
    48 KB (6,703 words) - 02:58, 29 February 2024
  • ...tatus == STATUS_ACTIVE) subentities, as opposed to decorative (non-moving) subentities, but now I can get on with scripting more stuff. ...ome work revising the coriolis model to take advantage of the new feature (subentities and LoD). This lead to some debugging to get sub-entities working properly
    237 KB (36,292 words) - 02:12, 29 February 2024
  • : fixed an issue with flashers on subentities
    11 KB (1,531 words) - 04:43, 29 February 2024
  • Multiple weapons are already supported, positions and orientations of subentities is on the to-do list. b) give users a way to find and set positions and orientations of subentities,
    3 KB (515 words) - 03:08, 29 February 2024
  • ...ming see [[Oolite_JavaScript_Reference:_Ship#isTurret]] & [[Shipdata.plist#subentities]].
    829 bytes (116 words) - 13:09, 17 January 2023
  • subentities =
    3 KB (304 words) - 04:38, 29 February 2024

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