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.cel script "cancel" command
Posted: 20.07.2003, 17:12
by don
The cancel command currently only cancels the following:
* goto
* follow
Would it be possible to add the following items to be canceled?
* track
* lock (only unlocks second of 2 objects)
* chase
* others?
In other words, to have the cancel command do the same thing that ESC does at the keyboard.
Thank you.
Posted: 22.07.2003, 19:07
by don
Any comments?
Posted: 28.07.2003, 21:20
by don
...
Anybody?
...
Posted: 28.07.2003, 22:13
by chris
This is a good suggestion. I'll fix the cancel command to end tracking and lock. I apologize if I've been unresponsive lately . . . I've been buried in code both at work and at home with Celestia. I'll be crawling out of this hole sometime later in the week
--Chris
Posted: 28.07.2003, 22:33
by don
chris wrote:This is a good suggestion. I'll fix the cancel command to end tracking and lock.
Thanks Chris. What about Chase?
I apologize if I've been unresponsive lately . . . I've been buried in code both at work and at home with Celestia. I'll be crawling out of this hole sometime later in the week
No need to apologize. I just wanted to make sure one of the developers actually read the message.
Guess *you* are the "developer" for all the things I've been bringing up lately. Take your time Chris ... don't forget to breathe!
Thanks again ...
Posted: 01.08.2003, 06:43
by chris
OK . . . I fixed cancel so that it cancels goto, tracking, and sets the coordinate system to absolute.
--Chris
Posted: 01.08.2003, 14:40
by don
Thank you Chris
What is "absolute" -- Observer, Geographic or Universal?
Posted: 01.08.2003, 15:56
by chris
Absolute == universal
--Chris
Posted: 01.08.2003, 21:17
by don
Much thanks Chris. The change is now recorded in the guide.