isxGames Forge: Issueshttp://forge.isxgames.com/http://forge.isxgames.com/themes/PurpleMine2/favicon/favicon.ico?15950532282024-03-04T23:59:09ZisxGames Forge
Redmine ISXEQ2 - Bug #2271 (New): eq2window .IsVisible crashhttp://forge.isxgames.com/issues/22712024-03-04T23:59:09ZKannkorKannkor@ogregaming.com
<p>Example: ${EQ2UIPage[Popup,ZoneTeleporter].IsVisible}</p>
<p> </p>
<p>This one is a bit tricky, because it doesn't happen all the time. I have spent hours debugging to try to narrow this issue down.</p>
<p>The zone teleporter window is the window that pops up after you click a zone object (such as trying to zone into some where), and there is a list of options for you to zone into. Such as to run a solo zone, you may get a pop up giving you options:<br>
"Zone name [solo]"</p>
<p>"Zone name [heroic]"</p>
<p> </p>
<p>It seems to happen more often, but I don't think exclusively, if you have ever changed characters without reloading your session. IE: You logged in Kannkor, then /camp, or /camp Kannk2.</p>
<p>In my script (because it outputs to a file every thing it's doing with timestamps).</p>
<p>It does an Actor[name]:DoubleClick to initiate the zoning process.</p>
<p>It waits 5 seconds to see if you are zoning (EQ2.Zoning).<br>
If you are not, it then checks to see if the zone teleporter window is visible -> ${EQ2UIPage[Popup,ZoneTeleporter].IsVisible}. That can cause a crash, but some times it works.</p>
<p>If you're able to have a peak at what the .isvisible check does to see if there's any additional validation checks you could do?</p>
<p>Here is the full code of what I am doing for that check, but it crashes on the .IsVisible</p>
<p> if ${EQ2.Zoning} || !${Me.Name(exists)}</p>
<p> return FALSE</p>
<p> </p>
<p> if !${EQ2UIPage[Popup,ZoneTeleporter](exists)}</p>
<p> return FALSE</p>
<p> </p>
<p> if !${EQ2UIPage[Popup,ZoneTeleporter].IsVisible}</p>
<p> return FALSE</p>
<p> </p>
ISXEQ2 - Bug #2270 (New): ToItemInfo broken in containerwindowitemhttp://forge.isxgames.com/issues/22702024-02-23T23:01:58ZLostOnekm_lostone@yahoo.com
<pre>
It looks like this was fixed in 20231024.0023... but it appears to be broken again. "IsItemInfoAvailable" always returns FALSE and any calls to "ToItemInfo" are NULL.
October 31, 2023
[20231024.0023]
* Fixed the "ToItemInfo" and "IsItemInfoAvailable" MEMBERS of the 'containerwindowitem' datatype</pre>
ISXEQ2 - Bug #2269 (New): EQ2UIPage - Support for proper naminghttp://forge.isxgames.com/issues/22692024-02-15T04:23:21ZKannkorKannkor@ogregaming.com
<p>This applies to ALL EQ2UIPage files. I'm going to use the choice window because it's very small and a basic example, but it applies to all eq2uipages.</p>
<p> </p>
<p>There's two ways to access EQ2UIPage windows. Using the proper name, or using the global element. They do work a little bit differently, and various times one will work and the other won't, then vise versa.</p>
<p> </p>
<p>In this example, I simply right click on an item in my inventory and choose destroy. It pops up a "Are you sure you want to destroy this item?" (choice window). In this example, we can access it using either naming convention.</p>
<p>Filename: eq2ui_hud_choice.xml</p>
<p>The "proper" name of this, is using "HUD". (Which we can see by looking into "eq2ui_hud.xml" and seeing the name <Page AbsorbsInput="false" BackgroundColor="#FFFFFF" ismodule="true" Name="HUD"</p>
<p>Other common names are "MainHUD", "Popup" etc (again, all based on the UI files/their names).</p>
<p>The global element, is named "_HUD" (with an underscore at the start).</p>
<p> </p>
<p>Here is the sample:<br>
</p>
<p> echo Underscore HUD</p>
<p> echo ${EQ2UIPage[_HUD,choice].Child[page,_HUD.choice](type)}</p>
<p> echo ${EQ2UIPage[_HUD,choice].Child[page,_HUD.choice].NumChildren}</p>
<p> echo Just HUD</p>
<p> echo ${EQ2UIPage[HUD,choice].Child[page,HUD.choice](type)}</p>
<p> echo ${EQ2UIPage[HUD,choice].Child[page,HUD.choice].NumChildren}</p>
<p> </p>
<p>Results:<br>
Underscore HUD<br>
eq2uipage<br>
11<br>
Just HUD<br>
eq2uipage<br>
0</p>
<p> </p>
<p>Here we can see, by either name, we can access the window (the part that returns eq2uipage).<br>
However, _HUD reports .NumChildren of 11, whereas HUD reports 0.</p>
<p> </p>
<p>We can take this further. Looking at the choice1 button (Destroy, in this example):<br>
</p>
<p> echo Underscore HUD</p>
<p> echo ${EQ2UIPage[_HUD,choice].Child[Button,_HUD.Choice.Choice1]}</p>
<p> echo ${EQ2UIPage[_HUD,choice].Child[page,_HUD.choice].Child[3]}</p>
<p> echo Just HUD</p>
<p> echo ${EQ2UIPage[HUD,choice].Child[Button,HUD.Choice.Choice1]}</p>
<p> echo ${EQ2UIPage[HUD,choice].Child[page,HUD.choice].Child[3]}</p>
<p> </p>
<p>Results:</p>
<p>Underscore HUD<br>
eq2button<br>
eq2button<br>
Just HUD<br>
eq2button<br>
NULL</p>
<p> </p>
<p>When accessing by name (.Choice.Choice1), using either method works fine.<br>
However, when we try to access by number (.Child[3]), only _HUD works, HUD does not. I suspect this is because HUD reports .NumChildren as 0.</p>
<p> </p>
<p> </p>
<p>As mentioned above, this applies to ALL EQ2UIPage windows, including the more complex. While I can usually just use _HUD or get the information using _HUD, then convert it to HUD using the name. However, this is not always possible.<br>
For example, using .Child[#,name], doesn't work (for the windows that have the same name)<br>
* The "Child" MEMBER of the 'eq2uipage' datatype now has the following syntax only:<br>
1. Child["name"] <- Chooses the first child with the name provided<br>
2. Child[#, "name"] <- Chooses the #th child with the name provided<br>
3. Child[#] <- Chooses the #th child</p>
<p>2 and 3 do not work, and we can't use 1 because all the fields have the same name.<br>
<br>
I suspect if .NumChildren was working on these windows, the rest would work.<br>
<br>
If you need more complicated example let me know.</p>
ISXEQ2 - Bug #2265 (New): Actor[id,0] -> Should return NULL, it returns your current characterhttp://forge.isxgames.com/issues/22652024-02-11T17:13:40ZKannkorKannkor@ogregaming.com
<p>echo ${Actor[id,0]} returns your own character, can we change it to return NULL please</p>
ISXEQ2 - Bug #2263 (New): Crash when clicking entries in eq2uipage singleuseresearcher windowhttp://forge.isxgames.com/issues/22632024-01-05T05:16:54ZKannkorKannkor@ogregaming.com
<p><a class="external" href="https://cdn.discordapp.com/attachments/550454120520351745/1192697630128611348/image.png?ex=65aa053">https://cdn.discordapp.com/attachments/550454120520351745/1192697630128611348/image.png?ex=65aa053</a></p>
<p> </p>
<p>Requirements: A toon with expansion access to Ballads of Zimara. The toon must have completed the adventure (and maybe the tradeskill) signature lines as well as the side quests.</p>
<p>Zone: Splendor Sky Aerie</p>
<p>Loc: 364.279480,286.726044,937.676453</p>
<p> </p>
<p>NPC: (There's a bunch of them in a line if you need additional to test with, but the easiest one to test with is) Researcher Strigiformes. He only has 3 things in his research, so it's much less data.</p>
<p> </p>
<p>XML file: eq2ui_mainhud_singleuseresearcher.xml</p>
<p> </p>
<p>In this file, the page that contains all the information is:</p>
<p>SingleUseResearcher.ResearcherPage.Items.ScrollPage</p>
<p>It follows this format</p>
<p>Template information at the top (children 1-6)</p>
<p>1 -> Icon (row icon)<br>
2 -> Text (row item name)<br>
3 -> Icon (row icon2)<br>
4 -> Icon (row icon3)<br>
5 -> Text (row cost)<br>
6 -> Image (row selection)</p>
<p> </p>
<p>Then the following order happens:</p>
<p>Children: 7-9: Text (row cost) - in order, entry 1-3</p>
<p>Children: 10-12: Icon (row icon) - same order</p>
<p>Children: 13-15: Icon (row icon2) - same order</p>
<p>Children: 16-18: Icon (row icon3) - same order</p>
<p>Children: 19-21: Text (row item name) - same order</p>
<p>Children: 22-24: Image (row selection) - same order</p>
<p> </p>
<p>When I manually select entry 1 vs entry 3, the only difference is the Image Opacity changes from 0 to 1 and 1 to 0, depending on which is selected.</p>
<p>When I :LeftClick any of these, the entire game crashes.</p>
<p> </p>
ISXEQ2 - Bug #2262 (New): Actor member IsIdle only returns FALSEhttp://forge.isxgames.com/issues/22622024-01-02T01:50:52ZMyzer
<p>echo ${Me.IsIdle}<br>
<br>
Used to be used in a script to determine if the character had finished any activity after zoning. Now it only returns FALSE, regardless of the amount of time spent standing still and performing no actions.</p>
ISXEVE - Bug #2261 (New): Me:GetMyOrders doesn't fill indexhttp://forge.isxgames.com/issues/22612023-12-26T16:02:54Zjohn41sumdewd@gmail.com
<p>According to the changelog, you can retrieve a list of current market orders with a snippet like this:</p>
<blockquote>
<p>function main()<br>
{<br>
variable index:myorder OrderIndex<br>
Me:UpdateMyOrders<br>
while !${Me:GetMyOrders[OrderIndex]}<br>
{<br>
wait 10<br>
echo ${OrderIndex}<br>
}<br>
echo Found ${OrderIndex.Used} orders<br>
}</p>
</blockquote>
<p>Unfortunately, the orders are never fetched, and you end up stuck in the while loop.</p>
<p><strong>Steps to Reproduce:</strong></p>
<ol>
<li>Create a market order
<ol>
<li>Open the market window by clicking the market icon on left sidebar (default hotkey: alt-r)</li>
<li>Navigate to any item on the market</li>
<li>Click 'Place Buy Order' button at the bottom</li>
<li>Enter a 'Price' lower than the current lowest sell value.</li>
<li>Click the 'Buy' button</li>
<li>You should now see a line in the market listing for your chosen item with a blue background. This is your buy order</li>
</ol>
</li>
<li>Create a script that contains the above code and run it</li>
</ol>
<p><strong>Expected Result:</strong></p>
<ol>
<li>The script should print out the number of found orders (one)</li>
</ol>
<p><b>Actual Result:</b></p>
<ol>
<li>'UpdateMyOrders' fails to fetch any of the users orders, resulting in the while loop running forever</li>
</ol>
<p> </p>
<p><strong>Side Note:</strong></p>
<p>There may be other issues with the market order functionality, such as issues with buying/selling items, but they are hard to test until 'UpdateMyOrders' works.</p>
ISXEVE - Bug #2257 (New): Can't get an evefittingwindow objecthttp://forge.isxgames.com/issues/22572023-12-12T02:28:55ZTehtTimLeap@gmail.com
<p>NEW</p>
<ol>
<li>
<p><a class="user active" href="http://forge.isxgames.com/users/1">Amadeus</a> I don't know if this is a new bug or if it broke from this, but I can't get an evefittingwindow object. Not sure if it's cause the fitting window name changed (fittingWnd). The changelog says you're supposed to use EVEWindow[Fitting] to get an evefittingwindow object, but that just returns NULL when the fitting window is up. Wondering if it's as simple as changing things to return an evefittingwindow object from EVEWindow[fittingWnd].</p>
</li>
<li>
<p>Might be more broken with fitting under the hood, but I can't test any of the evefittingwindow functionality since I can't get an object</p>
</li>
</ol>
ISXEVE - Bug #2256 (New): EVE:DronesEngageMyTarget[] no longer workshttp://forge.isxgames.com/issues/22562023-12-01T00:46:22ZNostraThomas
<p>The method EVE:DronesEngageMyTarget no longer works. It used to cause any active drones in space to attack the currently active target, similar to EVE:Execute[CmdDronesEngage](which still works).<br>
<br>
To reproduce, get in a ship that has a Drone Bay, stock the bay with any kind of combat drone, and fly to any asteroid belt in any system (All belts will spawn NPC pirates, but they might not always be there initially).<br>
<br>
Launch drones from the drone window (Or use MyShip:LaunchAllDrones), lock the NPC target, and run the following script:</p>
<p>function main()<br>
{<br>
variable index:activedrone ActiveDrones<br>
variable index:int64 DronesToEngage<br>
variable iterator DroneIterator<br>
variable int Selected = 0<br>
<br>
; Determine if our drones are already engaging the target<br>
Me:GetActiveDrones[ActiveDrones]<br>
ActiveDrones:Collapse<br>
ActiveDrones:GetIterator[DroneIterator]<br>
if ${DroneIterator:First(exists)}<br>
{<br>
do<br>
{<br>
DronesToEngage:Insert[${DroneIterator.Value.ID}]<br>
}<br>
while ${DroneIterator:Next(exists)}<br>
}</p>
<p> ; NOTE: THIS METHOD USED TO WORK. NOW IT SEEMS LIKE NOTHING HAPPENS<br>
EVE:DronesEngageMyTarget[DronesToEngage]<br>
}</p>
<p> </p>
<p>The intended affect is the drones will engage your locked target, however nothing will happen</p>
ISXEVE - Bug #2252 (New): GetHangarShips: .Name returns .Type insteadhttp://forge.isxgames.com/issues/22522023-11-16T09:24:06ZCrazey
<p>When Iterating over the index:item of GetHangarShips it is not possible to get the ships name. .Name will always return the ships type instead.<br>
<br>
If you for example try to run missions, with special fit ships for each mission, you cannot clearly determine the ship you actually want.<br>
<br>
Test Code (have two ships of the same type in your hangar, but give them different names):</p>
<blockquote>
<p><span style="font-size:8px;">method ActivateShip(string TheType, string TheName)</span></p>
<p><span style="font-size:8px;"> {</span></p>
<p><span style="font-size:8px;"> variable index:item hsIndex</span></p>
<p><span style="font-size:8px;"> variable iterator hsIterator</span></p>
<p><span style="font-size:8px;"> variable string shipType</span></p>
<p><span style="font-size:8px;"> variable string shipName</span></p>
<p> </p>
<p><span style="font-size:8px;"> if ${Me.InStation}</span></p>
<p><span style="font-size:8px;"> {</span></p>
<p><span style="font-size:8px;"> Me:GetHangarShips[hsIndex]</span></p>
<p><span style="font-size:8px;"> hsIndex:GetIterator[hsIterator]</span></p>
<p><span style="font-size:8px;"> </span></p>
<p><span style="font-size:8px;"> shipType:Set[${MyShip.ToItem.Type}]</span></p>
<p><span style="font-size:8px;"> shipName:Set[${MyShip.Name}]</span></p>
<p><span style="font-size:8px;"> echo DEBUG ${shipType} ${shipName} || ${TheType} ${TheName}</span></p>
<p><span style="font-size:8px;"> if (${shipType.NotEqual[${TheType}]} || ${shipName.NotEqual[${TheName}]}) && ${hsIterator:First(exists)}</span></p>
<p><span style="font-size:8px;"> {</span></p>
<p><span style="font-size:8px;"> do</span></p>
<p><span style="font-size:8px;"> {</span></p>
<p><span style="font-size:8px;"> if ${hsIterator.Value.Type.Equal[${TheType}]} && ${hsIterator.Value.Name.Equal[${TheName}]}</span></p>
<p><span style="font-size:8px;"> {</span></p>
<p><span style="font-size:8px;"> This:LogInfo["Switching to ship of Type ${hsIterator.Value.Type} and Name ${hsIterator.Value.Name}"]</span></p>
<p><span style="font-size:8px;"> hsIterator.Value:MakeActive</span></p>
<p><span style="font-size:8px;"> break</span></p>
<p><span style="font-size:8px;"> }</span></p>
<p><span style="font-size:8px;"> echo DEBUG WRONG SHIP ${hsIterator.Value.Type} ${hsIterator.Value.Name}</span></p>
<p><span style="font-size:8px;"> }</span></p>
<p><span style="font-size:8px;"> while ${hsIterator:Next(exists)}</span></p>
<p><span style="font-size:8px;"> }</span></p>
<p><span style="font-size:8px;"> else</span></p>
<p><span style="font-size:8px;"> {</span></p>
<p><span style="font-size:8px;"> This:LogInfo["We seem to not have... Any ships? I don't think this can happen tbh"]</span></p>
<p><span style="font-size:8px;"> }</span></p>
<p><span style="font-size:8px;"> }</span></p>
<p><span style="font-size:8px;"> }</span></p>
</blockquote>
ISXEQ2 - Bug #2247 (New): Face on actors/loc/# doesn't work properly on non-standard actors / boa...http://forge.isxgames.com/issues/22472023-11-06T21:23:16ZKannkorKannkor@ogregaming.com
<p>This is usually on objects that we don't really consider a standard actor (not npcs etc). Usually platforms, or other things like that.<br>
In this example, which is easy to test on, I'll be using a boat.</p>
<p> </p>
<p>Location: Antonica</p>
<p>Loc: 439.729645,-37.428322,821.322449</p>
<p>This is the dock, you can get here from clicking any bell (including one from GH) and going to antonica docks. Wait here and you will see a boat.</p>
<p> </p>
<p>It's easiest if you use two characters.</p>
<p>Character 2 stands on the boat (anywhere, doesn't matter where).</p>
<p> </p>
<p>Here are the following tests with what works/doesn't work</p>
<p>Character1 (Hence known as C1)</p>
<p>C1: Stands on the docks, targets C2, and does a "face" or "face ${Target.X} ${Target.Z}"</p>
<p>C1 will face C2, and it's working as expected. While the boat moves, you can keep doing this and it will continue to track that person properly.</p>
<p> </p>
<p>C1 gets on the boat.</p>
<p>Repeat the process of facing C2, you will notice you are no longer facing C2.</p>
<p>You can also do a face #, for example, face 0 north when you're on land/dock. But when you're on the boat, face 0 doesn't work properly. It's almost as if it's some relative to the boat, or maybe how the boat spawned? I'm not sure, but it certainly isn't "north".</p>
<p> </p>
<p>C1 is on the boat, and C2 is OFF the boat (on the dock), and you will have the exact same problem as when both C1 and C2 are on the boat.</p>
ISXEVE - Bug #2238 (New): HasOreHold returns False even if your ship has a mining ore holdhttp://forge.isxgames.com/issues/22382023-08-15T21:10:59Zjsmb768ypl
<p>The HasOreHold Member of Ship entity always returns false even if your ship has an Mining ore hold.<br>
<br>
To test you would just need to be in a ship with a mining hold, a simple venture has a mining hold of 5k m3.<br>
<br>
You can then type <br>
<br>
echo ${MyShip.HasOreHold} and it will return false but it should return true. <br>
<br>
This same function is in the ISXEVEWrapper and does the same thing. <br>
</p>
ISXEVE - Bug #2234 (New): Window not returning valueshttp://forge.isxgames.com/issues/22342023-07-14T14:32:24ZNoobbotter
<p>When attempting to access an EVEWindow Datatype i am able to successfully access the window, however most of the Members and Button Methods are not available.</p>
<p> </p>
<p>CCP has started adding in new dialog boxes that still extend the EVEWindow, but must be implemented differently.</p>
<p> </p>
<p>To Replicate the issue, choose any ship (or even your capsule is fine) Undock from the station in Gulfondi and warp over to the system Aeddin and jump in. From there open The Agency window, and select the Encounters tab, slect Homefront Operations. Select the system Aeddin, and you should see a "Metaliminal Meteoroid: Minatar Mining" Select "Warp to location". Once you finish warp, you will land on grid with an accelleration gate, and a blue "Transmission" will pop up. Do not take the accelleration gate, This blue window is the window that has the issue, Do not close it, you may need to warp out and back in and that may not reset. In the Homefront Operations window you should be able to find another one (might have a different name but all have this transmission Window pop up on entry) in surrounding systems.</p>
<p> </p>
<p>While the window is up. you can do the following commands : </p>
<p> </p>
<p>Echo ${EVEWindow[byCaption,Transmission]} and the result will be "Syntax: Echo <text>" Which was odd. but when i did the following i assumed that meant it found the window, but couldn't get any of the members.</p>
<p>Echo ${EVEWindow[byCaption,slkdfjg]} and the result will be "NULL" as expected. This indicated that it was getting something with the above command.</p>
<p>Echo ${EVEWindow[byCaption,Transmission].Caption} returns "Transmission" - Expected</p>
<p>Echo ${EVEWindow[byCaption,Transmission].Text} Returns NULL - Unexpected - here is the bug.</p>
<p>Echo ${EVEWindow[byCaption,Transmission].NumButtons} Returns 1 - Expected</p>
<p>${EVEWindow[byCaption,Transmission][1]:Press} (i may have done the method code for labishscript wrong here? but i tried in .NET and had the same issue.) Nothing happens, nothing appears in the log, the window doesn't close - This is the other Bug.</p>
<p> </p>
ISXEVE - Bug #2229 (New): Entity method :Jump brokenhttp://forge.isxgames.com/issues/22292023-03-25T00:49:15Zflibbidycrux@cox.net
<p>when on grid and in jump range of a stargate, executing the below script should jump you though the gate, however, either nothing happens or the game crashes to desktop.</p>
<p> </p>
<p> </p>
<blockquote>
<p>#define GROUP_STARGATE 10</p>
<p>function main()<br>
{</p>
<p> if ${Entity[GroupID =GROUP_STARGATE](exists)}<br>
{<br>
echo Stargate ${Entity[GroupID =GROUP_STARGATE].Name} found on grid!<br>
} <br>
else<br>
{<br>
echo No Stargate found on grid :(<br>
}</p>
<p> if ${Entity[GroupID =GROUP_STARGATE](exists)}<br>
{<br>
if ${Entity[GroupID =GROUP_STARGATE].Distance} < 2499<br>
{<br>
echo Stargate ${Entity[GroupID =GROUP_STARGATE].Name} is in range to jump!<br>
}<br>
else<br>
{<br>
echo Stargate ${Entity[GroupID =GROUP_STARGATE].Name} is too far to jump :(<br>
}<br>
}<br>
<br>
if ${Entity[GroupID =GROUP_STARGATE](exists)} && ${Entity[GroupID =GROUP_STARGATE].Distance} < 2499<br>
{<br>
echo Stargate ${Entity[GroupID =GROUP_STARGATE].Name} is on grid and in range, executing Jump command<br>
Entity[GroupID =GROUP_STARGATE]:Jump<br>
}</p>
<p>}</p>
</blockquote>
OgreBot - Bug #2225 (New): FaceActor Commandhttp://forge.isxgames.com/issues/22252022-12-16T21:07:24ZGinge
<p>The FaceActor method of OgreBotAPI results in an error.</p>
<p>API Version: v17.207</p>
<p>Error: <cite>Error: No such 'variable' member 'Length' @${ActorID.Length}</cite></p>
<p>Command to reproduce: <code>OgreBotAPI:FaceActor["${Me.Name}","mariner_bell_city_travel_qeynos"]</code></p>
ISXEVE - Bug #2220 (New): Probe Scanner Distance = NULLhttp://forge.isxgames.com/issues/22202022-10-17T20:31:07Zjsmb768ypl
<p>Hello,<br>
<br>
I am trying to see if we can get the distance in the probe window. The reason this would be needed is for running anom sites. <br>
<br>
Right now if you were to run the script below you would get data for each item but the Distance would read back as NULL<br>
<br>
I have attached a screen shot of what should be shown (if possible). I have even warped to an anom and re-ran the script (since now I am less then 100km away from the site) and it still comes back NULL.</p>
<p>To repreduce this, you would need to do the following:<br>
- Be in any ship<br>
- Be in space (System must have at least 1 anomaly<br>
- Open the Probe Scanner window (Alt + P) (confirm you are not filtering anything out specifically anomalies)<br>
- Run the below script (I also tried ${MyAnomalies_Iterator.Value.Distance} but that came back null as well)</p>
<p><img alt="" src="/system/rich/rich_files/rich_files/000/000/058/original/probe%20scanner.png"></p>
<div style="background:#eeeeee;border:1px solid #cccccc;padding:5px 10px;">
<pre>
function main()
{
variable index:systemanomaly MyAnomalies
variable iterator MyAnomalies_Iterator
MyShip.Scanners.System:GetAnomalies[MyAnomalies]
MyAnomalies:GetIterator[MyAnomalies_Iterator]
if ${MyAnomalies_Iterator:First(exists)}
{
do
{
echo ${Time}: ------------------ ${MyAnomalies_Iterator.Value.Name} ------------------
echo ${Time}: ID: ${MyAnomalies_Iterator.Value}
echo ${Time}: Difficulty: ${MyAnomalies_Iterator.Value.Difficulty}
echo ${Time}: DungeonID: ${MyAnomalies_Iterator.Value.DungeonID}
echo ${Time}: DungeonName: ${MyAnomalies_Iterator.Value.DungeonName}
echo ${Time}: Faction: ${MyAnomalies_Iterator.Value.Faction}
echo ${Time}: FactionID: ${MyAnomalies_Iterator.Value.FactionID}
echo ${Time}: Group: ${MyAnomalies_Iterator.Value.Group}
echo ${Time}: GroupID: ${MyAnomalies_Iterator.Value.GroupID}
echo ${Time}: IsWarpable: ${MyAnomalies_Iterator.Value.IsWarpable}
echo ${Time}: ScanStrength: ${MyAnomalies_Iterator.Value.ScanStrength}
echo ${Time}: SignalStrength: ${MyAnomalies_Iterator.Value.SignalStrength}
echo ${Time}: ToEntity.Distance: ${Entity[${MyAnomalies_Iterator.Value}].Distance}
}
while ${MyAnomalies_Iterator:Next(exists)}
}
}</pre>
</div>
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 #2213 (New): Customs Office entity .Name member acting oddhttp://forge.isxgames.com/issues/22132022-07-17T12:49:23Zflibbidycrux@cox.net
<p>while attempting to add a list of customs offices from an entity iterator to a GUIlistbox, ive found that the listbox wouldnt take the .Name field as an AddItem method.</p>
<p> </p>
<p>upon further investigation, when attempting to set the entity .Name member of a customs office to a string variable, the variable never sets.</p>
<p>could brackets in the name return be messing things up? ( the name of the corporation who anchored the customs office is listed in the .Name return surrounded by [brackets])</p>
ISXEVE - Bug #2199 (New): Wreck Type Should Match the In Game Infohttp://forge.isxgames.com/issues/21992022-01-01T07:54:35Zsmokemonkey
<p>In game the wrecks have Type column like '[faction] [size] wreck'<br>
<br>
For example 'Sansha Large Wreck'<br>
<br>
But Isxeve just returns 'Wreck' for all wrecks.<br>
<br>
Adding size info would help to priorize salvaging. <br>
<br>
Low priority, but just leave a ticket here.</p>
ISXEVE - Bug #2198 (New): Effectiveness Falloff is not retrieved for Heavy Stasis Grapplershttp://forge.isxgames.com/issues/21982021-12-28T05:11:55Zsmokemonkey
<p>This module:https://everef.net/type/41057<br>
<br>
Probably because it's a module newer than the last version of isxeve</p>
ISXEVE - Bug #2196 (New): Module:UnloadToCargo and Module:ReloadAll is not functioning.http://forge.isxgames.com/issues/21962021-12-22T07:53:33Zsmokemonkey
<p>Test with any weapon or tracking computer. Unloading ammo and reload ammo command are not functional currently.</p>
ISXEVE - Bug #2191 (Feedback Required): Energy weapon range update delay when switching ammos.http://forge.isxgames.com/issues/21912021-12-22T07:12:26Zsmokemonkey
<p>code example:</p>
<p>if ${This.Charge(exists)} && ${This.Charge.Type.Equal[${shortRangeAmmo}]}</p>
<p> {</p>
<p> ; Memorize the short range ammo range.</p>
<p> ; _shortRangeAmmoRange:Set[${Utility.Max[${_shortRangeAmmoRange}, ${This.Range}]}]</p>
<p> }</p>
<p> </p>
<p>Even after the current ammo is already switched from long to short, there is a short period of time that the turret range still returns the long ammo range, so I cached the wrong range for short range ammo.</p>
ISXEVE - Bug #2190 (Feedback Required): Entity[id]:GetCargo does not work with wrecks while it wo...http://forge.isxgames.com/issues/21902021-12-22T07:08:27Zsmokemonkey
<p>Also, EVEWindow[Inventory]:LootAll method won't work for wrecks while it works for cargo containers.</p>
<p>Trying to press the 'loot all' button on the inventory window has the same issue.</p>
ISXEVE - Bug #2189 (In Progress): Entity.IsAbandoned does not work with Cargo Container and Wreck...http://forge.isxgames.com/issues/21892021-12-22T07:06:24Zsmokemonkey
<p>you won't be able to get .IsAbandoned attribute of a wreck or a cargo container. I heard it works with drones, but I believe it should also work with wrecks.</p>
ISXEVE - Bug #2188 (Feedback Required): ExplosionRadius and ExplosionVelocity returns NULL for mi...http://forge.isxgames.com/issues/21882021-12-22T07:03:56Zsmokemonkey
<p>I tested with torpedo and failed to get these 2 attributes, but MaxFlightTime and MissileVelocity is retrieved correctly.</p>
ISXEVE - Bug #2187 (Feedback Required): CurrentCharges returns 0 for energy weapons when crystal ...http://forge.isxgames.com/issues/21872021-12-22T07:02:18Zsmokemonkey
<p>load crystal and call module.CurrentCharges, you get 0 instead of 1</p>
ISXEVE - Bug #2186 (Feedback Required): Item.BasePrice is returning 0http://forge.isxgames.com/issues/21862021-12-22T06:59:32ZsmokemonkeyOgreBot - Bug #2183 (New): Gut - Assassin ability does not get flagged for "no need for flanking/...http://forge.isxgames.com/issues/21832021-09-13T12:02:27ZFlatline
<p>The Gut assassin abillity does not follow the normal way of getting flagged for not needing Flanking/Behind when abillities that bypass this requirement is active etc. Below is a screenshot of Gut and of Shadow Trickery which makes Gut bypass the requirement for flanking/behind. </p>
<p><img src="https://cdn.discordapp.com/attachments/534073139131580446/883086754985410601/unknown.png"></p>
<p><img src="https://cdn.discordapp.com/attachments/534073139131580446/883087041611575388/unknown.png"></p>
<p>As a workaround your profile can be edited to remove the requirement there which will then allow ogre to cast Gut no matter if youre flanking/behind or not.</p>
EVEBot - Bug #2182 (New): Broadcast function seems to cause higher than normal cpu usage and ofte...http://forge.isxgames.com/issues/21822021-08-20T19:59:55ZDefectuous
<p>While using evebot(Mining), if you start them via broadcast, out of saying two one of the clients always seems to spike and sometimes freeze. The machine I was doing this on only runs miners and I only have two of them atm.<br>
<br>
Now as part of my limited testing, if you start them by hand these same clients run just fine.</p>
<p>When using broadcast, one sits at 3-7% cpu while the second spikes to 30% and often freezes at this point.</p>
<p>I am out of two for the next few weeks so I will be unable to be of any real help in diagnosing the issue until then.</p>
OgreBot - Bug #2176 (New): Travel - Guild Hall Portershttp://forge.isxgames.com/issues/21762021-07-03T00:06:12Zbjcaseybjcasey@bjscripts.com
<p>When using travel in a guild hall, it hails the druid and sorc person, but doesn't face them so the text can be off screen. This prevents you from porting.</p>