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 ${EQ2UIPage[HUD,choice].Child[page,HUD.choice].Child[3]}</p>
<p> </p>
<p>Results:</p>
<p>Underscore HUD<br>
eq2button<br>
eq2button<br>
Just HUD<br>
eq2button<br>
NULL</p>
<p> </p>
<p>When accessing by name (.Choice.Choice1), using either method works fine.<br>
However, when we try to access by number (.Child[3]), only _HUD works, HUD does not. I suspect this is because HUD reports .NumChildren as 0.</p>
<p> </p>
<p> </p>
<p>As mentioned above, this applies to ALL EQ2UIPage windows, including the more complex. While I can usually just use _HUD or get the information using _HUD, then convert it to HUD using the name. However, this is not always possible.<br>
For example, using .Child[#,name], doesn't work (for the windows that have the same name)<br>
* The "Child" MEMBER of the 'eq2uipage' datatype now has the following syntax only:<br>
1. Child["name"] <- Chooses the first child with the name provided<br>
2. Child[#, "name"] <- Chooses the #th child with the name provided<br>
3. Child[#] <- Chooses the #th child</p>
<p>2 and 3 do not work, and we can't use 1 because all the fields have the same name.<br>
<br>
I suspect if .NumChildren was working on these windows, the rest would work.<br>
<br>
If you need more complicated example let me know.</p>
ISXEQ2 - Feature - Enhancement #2268 (New): Character - Crouching/standinghttp://forge.isxgames.com/issues/22682024-02-14T18:05:02ZKannkorKannkor@ogregaming.com
<p>${Me.IsCrouching} will report the proper value but only if you are not in combat. When you are in combat (I think it's specifically doing melee animations) it will report FALSE then go back to TRUE.</p>
<p> </p>
<p>Wondering if there is a toggle some where on the character data that we could read instead of whatever is being used now (the animiation?).</p>
<p> </p>
<p>By default the crouch key is "z"</p>
ISXEQ2 - Feature - Enhancement #2267 (New): Character - Running/walking and switching between themhttp://forge.isxgames.com/issues/22672024-02-14T17:47:53ZKannkorKannkor@ogregaming.com
<p>I feel like there was some conversation years and years ago these values were based on how quickly you are moving or something. Currently, I can't get the following to report anything other than FALSE: ${Me.IsWalking} ${Me.IsRunning} ${Me.IsSprinting}</p>
<p> </p>
<p>I'm wondering if there is a toggle on character memory that we would be able to read.</p>
<p> </p>
<p>While standing still, in your knowledge book, there is a ability called "Run/Walk" that will toggle this.</p>
<p>Picture: <a class="external" href="https://cdn.discordapp.com/attachments/550454120520351745/1207381616641449995/image.png?ex=65df70c1&amp;is=65ccfbc1&amp;hm=16ae6c1b22c6b82eafa5725e6e3f2df1233eeef278464f919a9f9a169b5608bf&amp;">https://cdn.discordapp.com/attachments/550454120520351745/1207381616641449995/image.png?ex=65df70c1&amp;is=65ccfbc1&amp;hm=16ae6c1b22c6b82eafa5725e6e3f2df1233eeef278464f919a9f9a169b5608bf&amp;</a></p>
<p> </p>
ISXEQ2 - Feature - Enhancement #2266 (New): Camera zoom distancehttp://forge.isxgames.com/issues/22662024-02-11T17:15:44ZKannkorKannkor@ogregaming.com
<p>A way to set camera zoom distance.</p>
<p>IE: When I'm in third person view (default is mouse scroll), you can get close or far away from your character. I'd like to be able to check this distance, and set it.</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 - Feature - Enhancement #2264 (New): adornment item / toiteminfohttp://forge.isxgames.com/issues/22642024-01-07T20:03:28ZKannkorKannkor@ogregaming.com
<p>For adornments ( ${Me.Equipment[primary].Adornment[1]} ) - is there item or iteminfo available for these?</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 - Feature - New #2260 (New): Need :Jump method on entity type extended, and added to fleet...http://forge.isxgames.com/issues/22602023-12-18T04:39:15ZTehtTimLeap@gmail.com
<p>Jump currently works on stargates, but it also needs to be usable on Ansiblex Jump Gates. Their group is "Upwell Jump Gate", with GroupID 1408.</p>
<p> </p>
<p>In addition, the fleetmember type needs a method matching the "Jump to Member" menu item, for using a jump drive to jump to that member's cyno. If possible, it'd be good to get a method for the associated "Bridge To" menu item as well.</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 - Feature - New #2253 (New): Add saved Fittings support to Fitting Windowhttp://forge.isxgames.com/issues/22532023-11-16T10:59:00ZCrazey
<p>Open Fitting Window (alt+f)<br>
<br>
<img alt="" src="/system/rich/rich_files/rich_files/000/000/070/original/eve.png"><br>
<br>
<br>
0: click on Toolbar Image called Browser<br>
1: Different Filters. These include: Personal fittings, Corporation fittings, Community fittings, Current Hull, Skills<br>
2: A list of all the saved fittings for set filter. Button in front of the name of the saved fitting indicates the source (Personal fittings, Corporation fittings, Community fittings). Click on a name to choose the fit<br>
3: Then the button "Fit Ship" appears (if you iterate over the buttons of the FittingWnd its not yet visible).<br>
Click on it to automatically fit<br>
if in the same hull, rigs are the same and you have all the needed modules in itemhangar or already on your ship, then it will just fit the ship<br>
<br>
this is what I'd like to have and request.</p>
<hr>
<hr>
<p><br>
Optional:<br>
if that fails (eg different hull, some modules are missing) then it will open another window "Multifit"<br>
<img alt="" src="/system/rich/rich_files/rich_files/000/000/071/original/eve2.png"><br>
If you have the needed ships and equipment, but are not in the right hull, then you can fit your ship here and activate the ship via GetHangarShips<br>
<br>
If something is missing you can hover over the red marked "1"<br>
<img alt="" src="/system/rich/rich_files/rich_files/000/000/072/original/eve3.png"><br>
and press on "Buy All"<br>
Which will open the multibuy window<br>
<img alt="" src="/system/rich/rich_files/rich_files/000/000/073/original/eve4.png"><br>
<br>
this is a lote more but would be nice to have. not urgently needed tho</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>
ISXEVE - Feature - Enhancement #2250 (New): Add Fleet Broadcasts to FleetWindow (Or another data ...http://forge.isxgames.com/issues/22502023-11-07T06:34:21ZNostraThomas
<p>When a player forms a fleet by either right clicking on another player's name in the chat window and clicking "Form Fleet With", or by clicking the top menu button on the left NEOCOM menu and going to Social > Fleet, they are able to send "broadcasts" to other players in the fleet for targets to attack, destinations to rally at, etc. The option to send these broadcasts is available via the buttons at the bottom of the window (already available in ISXEVE) or via the overview menu for some types of broadcasts (also mostly available in ISXEVE). The only thing missing is the ability to read back these broadcasts.</p>
<p><img alt="" src="/system/rich/rich_files/rich_files/000/000/069/original/Screenshot%202023-11-07%20at%2012.10.56%E2%80%AFAM.png"></p>
<p>The player is also then able to right click on these broadcasts, with the options available changing depending on the type of broadcast (target broadcast will give an option to target the entity, warp to broadcast will give standard warp to options). Ideally we would be able to read these broadcasts back, maybe as part of the FleetWindow data type or as a new data type that can be polled periodically. As a stretch goal these new broadcast objects would also have methods (just like the right click menu) based on their type.</p>
ISXEQ2 - Feature - New #2249 (New): Items - Simulate Drag & Drop on Containershttp://forge.isxgames.com/issues/22492023-11-06T23:17:16ZLostOnekm_lostone@yahoo.com
<p>Wanted to see if you could simulate the dragging and dropping of items onto bags (bank, shared bank, inventory bags) so that we can benifit from the in-game stacking and sorting features. When you do a drag and drop onto a bag in-game it will first determine if the item is stackable and simply add it to an existing elegible stack (if there is overflow it will fill the existing stack then start a new one). Otherwise, it will place the item in the next free slot within the bag. This is really for inventory management. It's a pain to determine if an item is stackable and then figure out of the bag has an existing stack that isn't at its max. If the item is trade locked (see Issue <a class="issue tracker-2 status-9 priority-3 priority-high4 closed" title="Feature - New: Items - Trade Restricted Flag & Date (Implemented)" href="http://forge.isxgames.com/issues/2248">#2248</a>) it will look like it can stack but it won't. Trade locked items won't stack with other items. The move method seems to be very specific so maybe something like an AddToBag item method that would simulate a true in-game drag and drop.</p>
<p>I tired to find something that already exists which simulates this... I tested out AddToConsignment but it doesn't appear to simulate a true drag and drop either. I have 5 of the same items stacked in my first broker box and I remove one to inventory. If I manually drag that item back into broker box the game will automatically add it back onto the existing stack. If I use the AddToConsignment method it won't stack with the others and get added as a new single item.</p>
<p>Hopefully, that makes sense. If not let me know. Thanks!</p>
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 - Feature - Enhancement #2246 (New): Add frigate escape bay to destinations for EVE:MoveIt...http://forge.isxgames.com/issues/22462023-11-01T13:12:19ZTehtTimLeap@gmail.com
<p>Just looking for the frigate escape bay. The EVEInvWindow name for the child is ShipFrigateEscapeBay, in case that helps.</p>
<p> </p>
<p>Alternatively, I think you were planning to change things so you can use an eveinvwindow child as a destination. That would likely be ideal because it would likely be a universal solution.</p>
ISXEVE - Feature - New #2239 (New): Ability to Logout to Character select screenhttp://forge.isxgames.com/issues/22392023-09-13T04:48:08ZNoobbotter
<p>If you have multiple characters on the same account and wish to switch between them you currently have to restart the client.</p>
<p> </p>
<p>I would like to be able to use the client's logout functionality.</p>
<p> </p>
<p>Idea: New command "cmdLogout" which would log the current character out and return to the character select screen.</p>
<p> </p>
<p>This would be replicating the functionality from pressing escape, and selecting "Log Out"</p>
<p> </p>
<p>Thanks!</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 - 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>
OgreBot - Feature - New #2235 (New): ForceCastAbility, ForceCastAbilityOnPlayerhttp://forge.isxgames.com/issues/22352023-07-28T20:01:04Zuser01
<p> </p>
<p>New command(s) for casting abilities, so that the character(s) will stop everything and cast the ability, cancelling any currently casting abilities in the process (unless they're already casting the requested ability). Pauses CampSpot and OgreFollow as well (optionally?).</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 - 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 - Feature - Enhancement #2231 (New): Drones Control Enhancement - Assign Drones to fleetme...http://forge.isxgames.com/issues/22312023-07-07T00:56:22ZNoobbotter
<p>When in a fleet you have the ability to launch your drones, then assign them to someone else to control.</p>
<p> </p>
<p>To do this ingame, you would join a fleet with at least 1 other person, Launch your drones, right click the "Drones in Space (5/5)" you will then see an Assist flyout menu. hover this, and it will then let you select who to choose. From this point forward, that person will control your drones.</p>
<p> </p>
<p>Note: In large fleets (i don't know the breakpoint) it will create an extra level of menu for pilots a-g, h-n etc.</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>