isxGames Forge: Issueshttp://forge.isxgames.com/http://forge.isxgames.com/themes/PurpleMine2/favicon/favicon.ico?15950532282023-08-13T15:47:53ZisxGames Forge
Redmine ISXEVE - Feature - New #2237 (New): Align to arbitrary point in space.http://forge.isxgames.com/issues/22372023-08-13T15:47:53ZElusif
<p>Get in a ship. Undock. Double click somewhere in space. You will align to a point.<br>
<br>
I would like to be able to align to any arbitrary point in space. </p>
ISXEVE - Feature - New #2236 (New): New Drone Action - Salvage , and possibly more.http://forge.isxgames.com/issues/22362023-08-02T16:36:34ZElusif
<p>Right now, there is a contextual hotkey, default keybind is the letter f. That will cause a drone to engage a target or if it is of the salvaging drone variety cause it to salvage (if you have no active target) or salvage a specific target (if it is a valid target[ a wreck]), or if it is a mining drone it will mine your target etc.<br>
I would like to be able to invoke the command the keybind triggers through isxeve without just emulating a keystroke.<br>
If that proves untenable, I would like at the very least to be able to access the Salvage command for Salvage Drones.<br>
<br>
Jump in a ship, any ship with a 5m3 drone bay, also you should have the skill to use a salvage drone. Launch the salvage drone, right click on it, there is a "Salvage" command. I want that. </p>
ISXEVE - Bug #2233 (Resolved): Most Skill Members do not work.http://forge.isxgames.com/issues/22332023-07-12T20:32:50ZElusif
<p>Skill.Level, Skill.SkillPoints, and Skill.TimeToTrain all return NULLs.</p>
<p>A mostly worthless member, TrainingTimeMultiplier still works, probably just to mock me.</p>
<p> </p>
<hr>
<p>function main()<br>
{<br>
variable index:skill SkillIndex<br>
variable iterator SkillIterator<br>
<br>
Me:GetSkills[SkillIndex]<br>
<br>
if ${SkillIndex.Size} > 0<br>
{<br>
SkillIndex:GetIterator[SkillIterator]<br>
if ${SkillIterator:First(exists)}<br>
{<br>
do<br>
{<br>
echo ${SkillIterator.Value.Name} Name<br>
echo ${SkillIterator.Value.TimeToTrain} TTT<br>
echo ${SkillIterator.Value.TrainingTimeMultiplier} TTM<br>
echo ${SkillIterator.Value.SkillPoints} Skill Points<br>
echo ${SkillIterator.Value.Level} Skill Level<br>
}<br>
while ${SkillIterator:Next(exists)}<br>
}<br>
}<br>
}</p>
ISXEVE - Feature - Enhancement #2232 (New): modulecharge could use some more membershttp://forge.isxgames.com/issues/22322023-07-08T16:12:36ZElusif
<p>Take a missile launcher, slap literally any missile that fits in it, in it.</p>
<p>MyShip.Module[WhateverItsIDIs].Charge has hardly any members. We can tell how long a missile will fly and how fast, and the name and type of the missile, and thats it.<br>
Currently I am using some jank nonsense with the base item from a DB with faked modifiers. I'd like the real numbers. I want:</p>
<ul>
<li>
<a href="http://www.lavishsoft.com/wiki/index.php/DataType:float">float</a> <code>ExplosionRadius</code>
</li>
<li>
<a href="http://www.lavishsoft.com/wiki/index.php/DataType:float">float</a> <code>ExplosionVelocity</code>
</li>
<li>
<a href="http://www.lavishsoft.com/wiki/index.php/DataType:float">float</a> <code>SignatureRadiusBonus</code>
</li>
<li>
<a href="http://www.lavishsoft.com/wiki/index.php/DataType:float">float</a> <code>EMDamage</code>
</li>
<li>
<a href="http://www.lavishsoft.com/wiki/index.php/DataType:float">float</a> <code>KineticDamag</code>
</li>
<li>
<a href="http://www.lavishsoft.com/wiki/index.php/DataType:float">float</a> <code>ExplosiveDamage</code>
</li>
<li>
<a href="http://www.lavishsoft.com/wiki/index.php/DataType:float">float</a> <code>ThermalDamage</code>
</li>
</ul>
<p><code>I think this info used to be attainable, but .Charge gives us modulecharge<br>
lstype modulecharge has the following members</code><br>
Members of type modulecharge -------------------- Type Group Category Location Slot Quantity MaxVelocity ChargeSize TypeID GroupID CategoryID LocationID SlotID MaxFlightTime Volume Methods of type modulecharge</p>
ISXEVE - Bug #2228 (Closed): Photon UI Issueshttp://forge.isxgames.com/issues/22282023-02-14T19:27:36ZElusif
<p>First off, can't read modal window text. Returns Null no matter what, buttons may also be fried but you can see that when you get there, if I test the button I lose the ability to generate that window for another day.<br>
Log in to game.<br>
Be in station.<br>
Open Rewards Redemption Button (very bottom left)<br>
Choose rewards to redeem.<br>
Hit "Redeem to Home Station"<br>
This generates a modal window.<br>
echo ${EVEWindow[Active].Text} returns Null. Should return the text of that window.</p>
<p>Next up.<br>
AgentInteraction window is now the AgentConversation window. Maybe this is why buttons no work.<br>
Be in station.<br>
Talk to agent.<br>
Get their mission offer.<br>
You can't read the button text or blind submit a button press or any of that.<br>
echo ${EVEWindow[Active].Button["View Mission"](exists)} returns null for any variation of what those buttons can be, also can't blind press or go by button number etc.</p>
<p>All I've got so far, need to get further into a mission to see what else is broken.</p>
ISXEVE - Bug #2227 (Resolved): Repairshop Buttons Brokenhttp://forge.isxgames.com/issues/22272023-01-06T13:10:07ZElusif
<p>Have a damaged anything.<br>
Be in a station.</p>
<p>Open the Repairshop window.<br>
Attempt to read the buttons. They are null.</p>
<p>Thats it.</p>
ISXEVE - Bug #2218 (New): Directional Scanning Not Performinghttp://forge.isxgames.com/issues/22182022-09-17T12:09:55ZElusif
<p>The directional scanner script provided as an example on how to use it does not seem to work anymore. It worked a few weeks ago though.<br>
When the DScan window is docked to the solar system window the script doesn't run (probably doesn't see the window become active or something).<br>
When the DScan window is undocked (separated) from the solar system window the script does run but it pulls back nothing but NULLs.<br>
<br>
To recreate : Be in ship in space, run your dscan test example script thing, observe it not working as expected.</p>
ISXEVE - Bug #2217 (Resolved): Captions not behavinghttp://forge.isxgames.com/issues/22172022-09-14T17:50:45ZElusif
<p>${EVEWindow[ByCaption, Mission journal](exists)} Returns Null<br>
<br>
I then tried echo ${EVEWindow[Active].Caption} and got a syntax error. I am pretty sure that worked before?</p>
ISXEVE - Bug #2216 (Resolved): ${EVEWindow[RepairShop].TotalCost} Always returns NULLhttp://forge.isxgames.com/issues/22162022-09-14T17:38:29ZElusif
<p> ${EVEWindow[RepairShop].TotalCost} Always returns NULL<br>
<br>
Tested with and without damaged things.<br>
<br>
Have ship, be in station, open repair window, echo ${EVEWindow[RepairShop].TotalCost} , get null.<br>
<br>
Repairshop exists, window is valid and seen by name.</p>
ISXEVE - Feature - New #2211 (Implemented): Ability to repair modules damaged by overheating.http://forge.isxgames.com/issues/22112022-07-04T16:36:47ZElusif
<p>Be in space<br>
Overload a module until it becomes damaged<br>
Right click the module<br>
Repair option is present in menu<br>
This will fail if the module is currently active<br>
This will do nothing if you have no nanite repair paste</p>
ISXEVE - Bug #2208 (Implemented): UseAbyssalFilament no longer workshttp://forge.isxgames.com/issues/22082022-05-08T17:12:28ZElusif
<p>Fails silently.</p>
<p> </p>
<p> if ${MyShip.Cargo[Calm Electrical Filament](exists)}<br>
{<br>
UI:Update["Abyss", "Using Filament", "g"] <br>
MyShip.Cargo[Calm Electrical Filament]:UseAbyssalFilament<br>
}</p>
<p>Previously this would open the UI for filament usage, now it just does nothing. </p>
ISXEVE - Bug #2207 (Implemented): CreateBookmark can not create a shared location bookmarkhttp://forge.isxgames.com/issues/22072022-04-25T03:18:47ZElusif
<p>Wrecks.TargetList.Get[1]:CreateBookmark["${Config.SalvagePrefix} ${EVETime.Time.Left[5]}", "", "Salvage", 1]<br>
<br>
This would, in times past, create a bookmark with a name of [insert prefix] and [the current time converted to 24hrs, in a shared bookmark folder called "Salvage", with a duration of 3 hours.<br>
When Cybertech had the test build up this feature was fixed. Cybertech has gone AWOL for more than a year so it might be time for this to be fixed in the normal build of isxeve.<br>
</p>
<ul>
<li>
<pre>
<code>September 13, 2020
[20200909.0003] (TEST)
* Patcher will now patch before authentication
* Fixed crash that could happen on load with invalid isxeve.xml
* Entity.Mine fixed; now does the same as Entity.MineRepeatedly.
* Improvements to Module.IsActive and Module.IsDeactivating
* Module.CurrentCharges now returns 0 if there are no charges in the module, instead of null.
* Module.Volume now returns 0 on error, instead of null.
* Module datatype methods will no longer be called if not in space, as we abort earlier.
* Modified the "CreateBookmark" METHOD of the 'eve' and 'entity' datatypes to accept a shared folder name as the 3rd parameter, in addition to the corp shared folder name
CreateBookmark[<label>,<optional notes>,<optional folder>,<optional expiry]
Note that the otherwise optional 2nd and 3rd parameters must be specified in order to provide the 4th.
##
## EXAMPLE: EVE:CreateBookmark[MyLocation,"","", 1]
## Empty description, personal folder location, 3 hour expiration
## EXAMPLE: EVE:CreateBookmark[MyLocation,"This is my Location","Corporation Locations", 1]
## Create a bookmark named MyLocation, with a description of "This is my Location", in the Corporate shared folder (named for and owned by your corp, if your corp existed pre-2019 Shared folder change in EVE)
## EXAMPLE: EVE:CreateBookmark[MyLocation,"This is my Location","Bongos Shared Folder", 0]
## Create a bookmark named MyLocation, with a description of "This is my Location", in the shared folder "Bongos Shared Folder", with no expiration.
## NOTE - Shared folder must already exist, and you must have USE or higher access to the folder, or creation will fail.</code></pre>
</li>
</ul>
<p>Don't think I need to add any sample scripts to this, it is a base feature of isxeve with straightforward usage. </p>
<ol>
</ol>