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  • * Version 2.4.6 Introduced frame-callback for the dredger doors for a smoother movement than with timers when used wi
    7 KB (1,108 words) - 22:18, 23 May 2024
  • ...s updating, it is possible for this handler to be called twice in the same frame. Therefore, clock.days will not be correct for one of the calls. Use the da ...s handler, and then it stops. When the mission screen ends and there is no callback function that creates a new mission screen, the <code>missionScreenOpportun
    42 KB (5,658 words) - 03:08, 27 August 2024
  • Each of these methods switches the frame-by-frame behaviour of the ship to a different mode. It may not necessarily remain in ...t flight instructions from a [[OXP_Scripted_AI|scripted AI]] callback each frame.
    85 KB (11,514 words) - 02:19, 29 February 2024
  • ...ly 4 times a second. For more accuracy (needed for ''eg''. animations, see Frame Callbacks in links below). === Frame Callbacks ===
    4 KB (714 words) - 10:58, 31 July 2024
  • ...tation from a [[Oolite JavaScript Reference: Global#addFrameCallback|frame callback]]. Uses role to identify ship, so be sure to use a unique role if you want ...a new [[#xtScrn|exit screen]] for the current mission screen. Outside of a callback function, the value of this is meaningless, and setting it has no useful ef
    22 KB (3,167 words) - 02:18, 29 February 2024
  • ...tion by activating the FPS display (see [[Oolite_Keyboard_Controls|Display Frame Rate]]). ...o dock with it becomes impossibly complex, unless you "cheat" with a frame callback to reposition the docking ship in a way which simulates the appropriate lat
    20 KB (3,202 words) - 21:20, 26 May 2024
  • function '''addFrameCallback'''(callback : Function) : ''TrackingID'' ...and meaning of the tracking ID is unspecified and may change at any time. Frame callbacks are automatically removed when the game resets (for instance, whe
    21 KB (2,783 words) - 09:47, 1 July 2024
  • Changed synchronised jump mechanism to use ship.velocity and a frame callback to simulate synchronised jump behaviour rather than a ‘teleport/hop’. C
    20 KB (3,222 words) - 13:40, 18 March 2024
  • *[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.
    4 KB (635 words) - 03:27, 29 February 2024
  • ...ovides an intermediate level of control between moving a ship with a frame callback, and using stock AI routines such as <code>performAttack</code> ...#scriptedAI|scriptedAI]]</code> function in the ship script is called each frame to determine the behaviour.
    4 KB (563 words) - 21:35, 3 March 2022
  • * Protection for invalid sun references in frame callback.
    22 KB (3,371 words) - 03:43, 29 February 2024
  • * Prevented turbulence frame callback from being started twice. * Dying while turbulence is active will now stop the frame callback.
    25 KB (3,663 words) - 01:17, 9 September 2024
  • ...backs are user-defined JavaScript functions that run on every single game "frame update". Frame callbacks can be used for a number of purposes including animations
    1 KB (142 words) - 11:27, 31 July 2024
  • *1.1.1 (October 4th, 2014) Fixed bug: crosshairs not being reset when frame callback ended by shipWillEnrterWitchspace etc.
    1 KB (161 words) - 01:31, 29 February 2024
  • === Frame Callback: Butterflies callback === ...box.com/s/chmsntfqh6 Box Download] (2011) Butterflies callback - the frame callback version of Butterflies animation demo (co-authored with Kaks)
    5 KB (878 words) - 01:14, 29 February 2024