Version 2.1 is now also available on the motherlode.
With thanks to the guys there.
Posts by jan stegehuis
- 25.04.2011, 18:40
- Forum: Scripting
- Topic: Goto for spacecrafts
- Replies: 8
- Views: 9620
- 17.04.2011, 13:30
- Forum: Scripting
- Topic: Goto for spacecrafts
- Replies: 8
- Views: 9620
Re: Goto for spacecrafts (2.1)
Marco, You are quite right. I have been unhappy with the layout - in general - from the start, but there is not that much that one can do within 1 celestia:print() statement. I had in mind to give it an overhaul at some point after also looking into lua hooks; I agree however that your "request...
- 17.04.2011, 13:00
- Forum: Scripting
- Topic: Celx objects
- Replies: 2
- Views: 6038
Re: Celx objects
Thanks Marco,
Thought I could do this - nesting comment blocks - but I must have been mixing things up.
Changed color.celx so things should be running correctly now as version 1.1 on the objects page ( https://sites.google.com/site/jansceles ... /4-objects )
Kind regards
Jan
Thought I could do this - nesting comment blocks - but I must have been mixing things up.
Changed color.celx so things should be running correctly now as version 1.1 on the objects page ( https://sites.google.com/site/jansceles ... /4-objects )
Kind regards
Jan
- 17.03.2011, 19:28
- Forum: Scripting
- Topic: Celx objects
- Replies: 2
- Views: 6038
Celx objects
On my celestia space I wrote a page on scripting with objects. Objects are a specific kind of script that is highly reusable. You just put the code in some library file and you can (re)use it's functionality whereever you want. As an example, the page creates a celx color class that adds a color typ...
- 02.03.2011, 15:33
- Forum: Scripting
- Topic: Goto for spacecrafts
- Replies: 8
- Views: 9620
Re: Goto for spacecrafts
The script is available for download on the motherlode: http://www.celestiamotherlode.net/catalog/show_addon_details.php?addon_id=1539 . It has already been so since yesterday actually. That's realy quick so after earlier critics it now suits me to hand the guys from the motherlode a big compliment....
- 25.02.2011, 20:17
- Forum: Scripting
- Topic: Goto for spacecrafts
- Replies: 8
- Views: 9620
Re: Goto for spacecrafts
Version 2 of the script has been available for a number of weeks now and since no one has reported a problem with it, it probably is stable enough to upload it to the Motherlode. I did that a few minutes ago.
- 30.01.2011, 19:23
- Forum: Scripting
- Topic: Possible bug(s) in celx/lua
- Replies: 19
- Views: 17101
- 30.01.2011, 19:20
- Forum: Scripting
- Topic: Goto for spacecrafts
- Replies: 8
- Views: 9620
Re: Goto for spacecrafts
The script can now also be downloaded here:
https://sites.google.com/site/jansceles ... spacecraft
Jan
https://sites.google.com/site/jansceles ... spacecraft
Jan
- 30.01.2011, 14:22
- Forum: Scripting
- Topic: Scripting a menu in celx
- Replies: 16
- Views: 14467
Re: Scripting a menu in celx
Thanks Marco, Fenerit, Jogad and others. Glad to see people enjoy the script. The misunderstanding realy wasn't any fun, but as far as I'm concerned, there isn't a hatchet to bury. It turns out by the way that Google Sites is a good and easy alternative for file hosting. So over the weekend I create...
- 28.01.2011, 11:42
- Forum: Scripting
- Topic: Scripting a menu in celx
- Replies: 16
- Views: 14467
Re: Scripting a menu in celx
Fenerit, All I wanted to do back then is to leave behind a copy of the script as a form of 'thank you' for those who had spent time helping me with some problems and as an example of what the final script had been all about. Failing to add it as an attachment to a post, I ended up inserting it into ...
- 27.01.2011, 23:24
- Forum: Scripting
- Topic: Scripting a menu in celx
- Replies: 16
- Views: 14467
Re: Scripting a menu in celx
This whole thing has nothing to do with how the ML works and what I might think of that. It has nothing to do with the fact that it is "a hand made service like the old post office" or with the fact that "People have to devote their personal time to getting these things done". Or...
- 26.01.2011, 21:53
- Forum: Scripting
- Topic: Scripting a menu in celx
- Replies: 16
- Views: 14467
Re: Scripting a menu in celx
Thanks Michael, I will see what I will do about publishing any future stuff. I can empathize with testing, etc being quite a job sometimes, the whole reason why I wrote the script in the first place was out of frustration over how I had to test a number of spacecraft objects I had downloaded from th...
- 21.01.2011, 22:00
- Forum: Scripting
- Topic: Scripting a menu in celx
- Replies: 16
- Views: 14467
Re: Scripting a menu in celx
Sure, other people don't have a life of their own, they sit around all day waiting for something to appear on the lode. I'm not retired yet gentlemen, not for a long time. Selden spoke of a couple of days and in my dictionary a couple is still described as "two". I did not read that post u...
- 21.01.2011, 10:04
- Forum: Scripting
- Topic: Scripting a menu in celx
- Replies: 16
- Views: 14467
Re: Scripting a menu in celx
Next to [Key] and [Shift]+[Key] combinations, you can also use [Control]+[Key] combinations for your menu. None of the [Alt]+[Key] combinations however. [Ctrl]+[Shift]+[Key] combinations are not supported either but are reported as [Ctrl]+[Key] combinations, so pressing [Ctrl]+[Shift]+[A] has the sa...
- 20.01.2011, 19:58
- Forum: Scripting
- Topic: Scripting a menu in celx
- Replies: 16
- Views: 14467
Scripting a menu in celx
I had this prepared, to upload to the motherlode, but I don't think that will happen any time soon or at all. It 's a simplified version of the menu structure I used in "goto for spacecraft" that can easily be adapted to other menu needs. Menu.celx -- Title: Menu example --[[ Description T...
- 20.01.2011, 17:17
- Forum: Scripting
- Topic: Goto for spacecrafts
- Replies: 8
- Views: 9620
Goto for spacecrafts
This thread is in fact a continuation of "Possible bugs in Celx / Lua". Selden: You might consider having the script hosted by the CelestiaMotherlode. Me Uploaded version 1 to the motherlode last thursday but have not seen it appear in the scripts catalog yet. Uploaded the changed script j...
- 16.01.2011, 11:51
- Forum: Scripting
- Topic: Possible bug(s) in celx/lua
- Replies: 19
- Views: 17101
Re: Possible bug(s) in celx/lua
Changed the script. Added the options: M = middle of object lifetime N = now (system time) Changed the goto-logic. Now only travels space when the distance between the observer and the target object's centre is more than 10 times the object's radius. Otherwise it only sets the simulation clock. Also...
- 14.01.2011, 10:39
- Forum: Scripting
- Topic: Possible bug(s) in celx/lua
- Replies: 19
- Views: 17101
Re: Possible bug(s) in celx/lua
Wasn't awake yet . Hadn't seen that the subject spreads over two pages by now. So forget about it.For some reason this post of your's isn't visible in normal view mode; it ?s however in "post a reply" mode.
Jan
- 14.01.2011, 10:35
- Forum: Scripting
- Topic: Possible bug(s) in celx/lua
- Replies: 19
- Views: 17101
Re: Possible bug(s) in celx/lua
Jogad You can test the distance from the observer's position with the position:distanceto() method. Had already found the position page in the documentation, but thanks a lot anyway. For some reason this post of your's isn't visible in normal view mode; it ?s however in "post a reply" mode...
- 13.01.2011, 19:55
- Forum: Scripting
- Topic: Possible bug(s) in celx/lua
- Replies: 19
- Views: 17101
Re: Possible bug(s) in celx/lua
Works like a charm. I would hope so. If anybody finds a bug, please let me know and I'll try to correct it. There is one thing about the script that I have a problem with and that I have not yet been able to find a solution for. If I use it to move between different points in time for the same spac...