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  • ...hen check for collisions or laser-beam hits) and is also used to place the Subentities if declared (''eg''. flashing lights or a docking pad).
    19 KB (3,081 words) - 03:17, 29 February 2024
  • ...() events are triggered. Note that this is not called for subentities - if subentities need specific set up running, this must be called from the main ship's hand
    35 KB (4,704 words) - 03:19, 29 February 2024
  • : fixed an issue with flashers on subentities : fix of the subentities (Slartibartfast)
    20 KB (2,826 words) - 02:57, 29 February 2024
  • ...//bb.oolite.space/viewtopic.php?f=4&t=13592 External Repair System] allows subentities to be repaired in-flight
    169 KB (24,764 words) - 08:35, 18 March 2024
  • * Disable frangible subentities
    3 KB (464 words) - 03:00, 29 February 2024
  • :;prepareBindings:Array. Optional. Sets bindings for subentities. :;prepareOrientations:Array. Optional. Sets orientations for subentities.
    15 KB (1,965 words) - 15:13, 20 September 2023
  • * Ships constructed with subentities (e.g. for engines) now are set "frangible = no" so they don't break apart w ...udes Staer9's fix for the Bushmaster's engines, and a fix for the Iguana's subentities.
    6 KB (843 words) - 04:29, 29 February 2024
  • ...dy". If all weapons are overheated, then the ship will run away. Lasers on subentities will be counted as forward lasers for this calculation.
    8 KB (1,320 words) - 03:15, 29 February 2024
  • ...ve multiple dock subentities defined in their [[shipdata.plist#subentities|subentities list]]. When a ship requests to launch from or dock at the station, the fol ...llest launching queue (tiebreak in favour of the dock defined first in the subentities list). This allows a ship with multiple docks to rapidly launch several shi
    7 KB (1,104 words) - 22:34, 22 January 2024
  • === <code>subEntities</code> === '''subEntities''' : Array (read-only)
    8 KB (1,128 words) - 10:38, 19 September 2023
  • ...effects are not required to have a main model - they can consist solely of subentities if desired. === subentities ===
    5 KB (763 words) - 12:04, 27 December 2013
  • ...s the central body, under which I made the rest of the model sections into Subentities in the Shipdata.plist. ...n the cartoon, the ship has multiple moving parts, so I made a plethora of subentities that can be manipulated by anyone with the Scripting capabilities that it w
    2 KB (425 words) - 02:28, 29 February 2024
  • * Updated exclusion list to make sure subentities, wreckage and nav buoys don't get included.
    3 KB (383 words) - 02:32, 29 February 2024
  • : If defined as shown, shields will not protect frangible subentities on this ship. : The subentities may be left exposed, or given their own shield configurations like any othe
    12 KB (1,661 words) - 03:12, 29 February 2024
  • == Subentities == ...kout and allow to mount Sniper Gun if a "snipergun-dummy" [[Shipdata.plist#subentities|subentity]] is added into the ship.
    17 KB (2,472 words) - 09:20, 18 March 2024
  • Ships with "subent" word in dataKey are removed to skip subentities in Griff_Shipset_Replace_v1.34.oxp. Turrets, docks and other subentities without "subent" rule will appear in v1.79 if all objects mode enabled in g
    10 KB (1,435 words) - 05:31, 18 March 2024
  • v0.17 05/06/12 - v.017 05/6/12 – Fixed a bug in handling of subEntities when the ship doesn’t have any.
    13 KB (1,776 words) - 04:25, 29 February 2024
  • ...tps://bb.oolite.space/viewtopic.php?f=4&t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha.
    63 KB (9,237 words) - 12:24, 19 April 2024
  • Fix some issues like why subentities on cloud cities (flashers ''etc''.) sometimes don't appear?
    2 KB (317 words) - 02:26, 29 February 2024
  • noshaders_v1.1.0 - fixed old style subentities to make Oolite v1.81+ happy.
    12 KB (1,901 words) - 16:18, 25 May 2021

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