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Celestia .CEL Scripting Guide for 1.3.1 final

Posted: 14.12.2003, 15:48
by don
Howdy Everyone,

An updated final version (1.0d) of the Celestia .CEL Scripting Guide is now ready for you to download. It is available in .doc, .html, .pdf, and .rtf formats from my Celestia web page: http://www.donandcarla.com/Celestia/.

Please post your comments, suggestions, additions, corrections, etc.!!!

Thank you, and HAPPY SCRIPTING!

-Don G.

PS. Updated on Jan 6, 2004.

Thank You

Posted: 22.12.2003, 03:25
by christoria
Thanks don,

I've had no time lately to do anything with Celestia, but this will certainly come in handy when I do.

Posted: 22.12.2003, 06:29
by Bob Hegwood
Mr. Goyette,

I downloaded the documentation just the other day, and am now in the process of trying to read it. (Been busy playing with 51 separate addons from Jestr... Whew!)

Thanks very much for the resource. It's these documents which make learning about Celestia sooo... much easier. I *still* don't understand half of what I'm doing, but your guides have helped me figure out the other half. :)

Keep 'em coming willya?

Take care, Bob

Posted: 22.12.2003, 19:19
by don
Thanks guys, you're very welcome. It's nice to know that it helps <smile>.

HAPPY HOLIDAYS!

-Don G.

Set orbits in script in 1.3.1-1?

Posted: 19.01.2004, 20:58
by Guest
I'm testing a script with Celestia 1.3.0 and 1.3.1-1. The command to turn on orbits: renderflags { set "orbits" } does not work in 1.3.1-1 on my Windows system. Are there new orbit script commands for 1.3.1-1? I have not found any in the documentation.

Re: Set orbits in script in 1.3.1-1?

Posted: 19.01.2004, 21:18
by Harry
Anonymous wrote:I'm testing a script with Celestia 1.3.0 and 1.3.1-1. The command to turn on orbits: renderflags { set "orbits" } does not work in 1.3.1-1 on my Windows system. Are there new orbit script commands for 1.3.1-1? I have not found any in the documentation.


Works here on Linux, and I would be surprised to see any difference on Windows, but I can't test it right now. Do you have any specific orbits (like planet-orbits, spacecraft-orbits, etc.) enabled?

Harald

Re: Set orbits in script in 1.3.1-1?

Posted: 20.01.2004, 02:04
by L2Cache
Anonymous wrote:I'm testing a script with Celestia 1.3.0 and 1.3.1-1. The command to turn on orbits: renderflags { set "orbits" } does not work in 1.3.1-1 on my Windows system. Are there new orbit script commands for 1.3.1-1? I have not found any in the documentation.


I found that if the user has moons and planets orbits checked under render, view options, orbits/labels, the orbits commands in the script can turn them off and on; but if the user has them unchecked, the orbits command, renderflags { set "orbits" }, will not turn them on.
I tried making up commands like renderflags { set "planetorbits" } or lables { set "planetorbits" }; but nothing worked. I need a way to turn these on from a script if the user has them unchecked.

Re: Set orbits in script in 1.3.1-1?

Posted: 20.01.2004, 21:29
by don
Anonymous wrote:I'm testing a script with Celestia 1.3.0 and 1.3.1-1. The command to turn on orbits: renderflags { set "orbits" } does not work in 1.3.1-1 on my Windows system. Are there new orbit script commands for 1.3.1-1? I have not found any in the documentation.

If you look at the View Options dialog box in Windows, there are several sections in it, including Show, Orbits/Labels, Filter Stars and Information Text.

The renderflags { set "orbits" } command in CEL scripting, and the "o" keyboard command, affect only the Show section of this dialog box. To date, there are no keyboard or script commands that affect the Orbits part of the Orbits / Labels section. Thus, this would be an enhancement request for a future version.

Cheers,

-Don G.

orbits

Posted: 20.01.2004, 23:03
by L2Cache
>To date, there are no keyboard or script commands that affect the Orbits part of the Orbits / Labels section.

Then I guess, in our scripts, we will have to tell the 1.3.1 users to make sure they have checked, in the Orbits / Labels section, the orbits we want to turn off and on in our scripts, like moons, planets, etc. Otherwise, if the user has them unchecked, the script won't be able to turn them on.

Posted: 20.01.2004, 23:12
by don
Correct.

However, ALL orbits selected via Orbits/Labels are either shown or not shown (via Show Orbits). So this must be taken into account also.

Posted: 01.04.2004, 13:12
by Adirondack
Well, it would be great, if an object-Argument could be implemented in the renderflags Command.

Like this:

Code: Select all

renderflags { object "Mars" set "orbits|automag|atmospheres|nightmaps" }


So a specific object could be selected for displaying the specific orbit (and not also the orbits of other plantes etc.) and other stuff.

But I'm not sure, if this is possible at all.

Adirondack

Posted: 01.04.2004, 21:42
by don
Agreed. Many folks have requested this in the past, so it must be on someone's to-do list by now. Not sure when we might see something like this though.