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  • : fixed an issue with flashers on subentities
    7 KB (1,052 words) - 04:27, 29 February 2024
  • If set to false, the object plus subentities will be regarded as a single object. ...le lies outside the bounding box of the central entity. (Bounding boxes of subentities are ignored) The collision radius of the launched missile is taken into acc
    71 KB (10,864 words) - 12:47, 15 April 2024
  • ...specify rotations in some parts of [[shipdata.plist]], most notably in the subentities part of an entry, like here in the relevant sub-entity entry for the [[Cori subentities =
    10 KB (1,368 words) - 11:14, 5 March 2023
  • ...his command will turn them off. Default state is on. (See [[Shipdata.plist#subentities|shipdata.plist]])
    43 KB (6,329 words) - 11:59, 28 February 2024
  • ::Only uses performIdle-method, preferred AI for [[Shipdata.plist#subentities|subentities]].
    6 KB (814 words) - 02:11, 29 February 2024
  • ...tps://bb.oolite.space/viewtopic.php?f=4&t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha release. (for rotating nacelles, landing gear, ''e
    8 KB (1,281 words) - 08:29, 10 April 2024
  • == Subentities ==
    1 KB (177 words) - 07:18, 26 April 2023
  • ...hem and wait for an updated version of Oolite. ('''Note:''' in the case of subentities, bound properties are fetched from the parent ship.) | ''isFrangible'' || bool || True if the entity is frangible, i.e. subentities can be shot off.
    12 KB (1,710 words) - 18:03, 24 February 2016
  • There a range of subentities which can be added to your ship/station - == [[Shipdata.plist#subentities|Subentities]] ==
    19 KB (3,227 words) - 11:29, 12 May 2024
  • [[shipdata.plist]] shows how subentities can be made to rotate, fire lasers, and be destroyed individually. ...f its kind and basically a design study for the use of multiple lasers and subentities on ships'' (Commander McLane, 2008? [[Great Deletion]]? - original post mis
    2 KB (248 words) - 04:41, 29 February 2024
  • ...tps://bb.oolite.space/viewtopic.php?f=4&t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha release. (for rotating nacelles!)
    4 KB (609 words) - 05:35, 18 March 2024
  • === Subentities === This was one of the early ships with subentities - one could shoot the undercarriage doors off and see *joy* WHEELS - or sho
    2 KB (301 words) - 02:32, 29 February 2024
  • readonly Entity[] subentities;
    2 KB (221 words) - 02:19, 22 January 2016
  • ...y of the ship's [[Oolite JavaScript Reference: ExhaustPlume|ExhaustPlume]] subentities. An array of the ship's [[Oolite JavaScript Reference: Flasher|Flasher]] subentities.
    85 KB (11,514 words) - 03:19, 29 February 2024
  • == Griff's Krait with subentities == ...9/1/41129188/440935708 variation] of the original by Eric Walch where some subentities are linked to equipment. When the subentity dies, the linked equipment is r
    4 KB (681 words) - 07:14, 23 October 2022
  • ...tps://bb.oolite.space/viewtopic.php?f=4&t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha release. (for [[Imperial Courier (Oolite)|rotating
    11 KB (1,567 words) - 08:45, 18 March 2024
  • -‎ ‏updated all subentities to use new style
    25 KB (3,963 words) - 02:14, 29 February 2024
  • * Updated subentities to use new definitions.
    6 KB (909 words) - 15:26, 18 March 2024
  • *BH01 & its subentities models: [[User:Aegidian|Aegidian]],
    6 KB (789 words) - 02:21, 29 February 2024
  • ...': non-neolite OXPs which use like_ship entries in their plist may inherit subentities from neolite ships. These oxps will be fixed as they are detected.
    11 KB (1,678 words) - 03:13, 29 February 2024
  • ...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
  • 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