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Thread Statistics | Show CCP posts - 184 post(s) |
Two step
Aperture Harmonics No Holes Barred
4573
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Posted - 2014.04.15 13:42:00 -
[61] - Quote
CCP FoxFour wrote:
- You are not the first to ask, so OK but not sure what you guys will do with them.
- Will continue looking.
- Will consider removing that.
- /me shrugs, thats where it is. I could do another join and add it to the pins as well... but thats going to be blank for most.
- Waypoints are pins, so yea seems so.
Man, if you keep this stuff up, I am going to almost feel bad about calling you SocksFour (*almost*) CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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W0wbagger
Immortalis Inc. Shadow Cartel
69
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Posted - 2014.04.15 15:36:00 -
[62] - Quote
RE: PI
From a management/poco tax (stats :P ) POV - what planet the poco is on - would be nice - i.e. not just the system...
TBH that would be nice to see in game as well as from the assets list it doesnt say what planet it is either - so someone telling you p1 is configured one doesnt help you and you have to check all of them.
Appreciate this isnt in the API area but PLEASE let us batch modify pocos! (i.e. set tax rates for multiple pocos at once) it's a click fest if you want to change all of your tax rates on 10s of pocos. |
ItsmeHcK1
Kicked. Shadow Cartel
109
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Posted - 2014.04.15 17:25:00 -
[63] - Quote
1) Please add a typeID to the CharacterName/CharacterID API. Would save one or multiple calls depending on what type it is. (I always check char/corp/alliance, in that order, so it could theoretically cut down two-thirds of the calls for CharacterInfo/CorporationSheet.)
2) Data on character transfers would be very sexy. For example, I sell a character and the Characters API would return another rowset called 'oldCharacters' or something with dates of sale/biomass/whatever.
3) Station trade information. Knowing what was traded will make background checks so much fun. |
Evanova Android
Traquenard Labs
17
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Posted - 2014.04.15 21:57:00 -
[64] - Quote
CCP FoxFour wrote: All of the following endpoints require the characters API key to have access to the asset list.
/char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes
All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.
What about the access mask? will there be another category or which category does that falls in? |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3057
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Posted - 2014.04.15 22:28:00 -
[65] - Quote
Evanova Android wrote:CCP FoxFour wrote: All of the following endpoints require the characters API key to have access to the asset list.
/char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes
All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.
What about the access mask? will there be another category or which category does that falls in? Also, having the constellationID and solarSystemID of each planet in the PlanetaryColonies call would be nice. Then, the dates contain "AM" but the usual API format is "yyyy-MM-dd HH:mm:ss". Sorry for being annoying while I implement your stuff :-)
access mask of 2
Asset list. Steve Ronuken for CSM 9! https://forums.eveonline.com/default.aspx?g=posts&m=4236322 http://www.fuzzwork.co.uk/ Twitter: @fuzzysteve on Twitter |
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CCP FoxFour
C C P C C P Alliance
3048
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Posted - 2014.04.16 08:45:00 -
[66] - Quote
ItsmeHcK1 wrote:1) Please add a typeID to the CharacterName/CharacterID API. Would save one or multiple calls depending on what type it is. (I always check char/corp/alliance, in that order, so it could theoretically cut down two-thirds of the calls for CharacterInfo/CorporationSheet.)
Use the new ownerID endpoint, it's better and gives you groupID. :) CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3049
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Posted - 2014.04.16 15:32:00 -
[67] - Quote
I made a bit of a mistake and the PI endpoint is going to be delayed. Should hopefully be out late next week or the week after. Hopefully. CCP FoxFour // Game Designer // @regnerba
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Berluth Luthian
Onslaught Inc RISE of LEGION
185
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Posted - 2014.04.16 21:18:00 -
[68] - Quote
Any update on the ability to query the mysteriously missing Battle Win/Loss transactions from corp members in the Dust Wallet? |
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CCP FoxFour
C C P C C P Alliance
3052
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Posted - 2014.04.17 19:32:00 -
[69] - Quote
Berluth Luthian wrote:Any update on the ability to query the mysteriously missing Battle Win/Loss transactions from corp members in the Dust Wallet?
No update sorry. CCP FoxFour // Game Designer // @regnerba
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iskflakes
908
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Posted - 2014.04.18 12:42:00 -
[70] - Quote
Is there any news on CREST? - |
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CCP FoxFour
C C P C C P Alliance
3054
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Posted - 2014.04.18 12:52:00 -
[71] - Quote
iskflakes wrote:Is there any news on CREST? (Especially contact list reading/writing)
No news sorry. CCP FoxFour // Game Designer // @regnerba
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Polarina
EVE University Ivy League
0
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Posted - 2014.04.18 20:18:00 -
[72] - Quote
It would be lovely if we could get the names of the hangar divisions for a corporation. Going for the generic names Division 1, Division 2, Division 3, etc., from invFlags is a bit dull. Definitely not user friendly. Where are my clothes? |
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CCP FoxFour
C C P C C P Alliance
3055
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Posted - 2014.04.18 20:24:00 -
[73] - Quote
Polarina wrote:It would be lovely if we could get the names of the hangar divisions for a corporation. Going for the generic names Division 1, Division 2, Division 3, etc., from invFlags is a bit dull. Definitely not user friendly.
I thought we gave those out on the corporation sheet... we give out wallet names...
https://neweden-dev.com/Corporation/Corporation_Sheet
Do those always say div1 and such? CCP FoxFour // Game Designer // @regnerba
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qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
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Posted - 2014.04.18 20:27:00 -
[74] - Quote
CCP FoxFour wrote:Polarina wrote:It would be lovely if we could get the names of the hangar divisions for a corporation. Going for the generic names Division 1, Division 2, Division 3, etc., from invFlags is a bit dull. Definitely not user friendly. I thought we gave those out on the corporation sheet... we give out wallet names... https://neweden-dev.com/Corporation/Corporation_SheetDo those always say div1 and such?
Nah, they give the correct names as they appear in game, a least in my experience. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
408
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Posted - 2014.04.18 20:29:00 -
[75] - Quote
CCP FoxFour wrote:Polarina wrote:It would be lovely if we could get the names of the hangar divisions for a corporation. Going for the generic names Division 1, Division 2, Division 3, etc., from invFlags is a bit dull. Definitely not user friendly. I thought we gave those out on the corporation sheet... we give out wallet names... https://neweden-dev.com/Corporation/Corporation_SheetDo those always say div1 and such? I tried this with my corp key, and I got the division names and the wallet divisions as I'd named them. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Polarina
EVE University Ivy League
0
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Posted - 2014.04.18 20:49:00 -
[76] - Quote
I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required. Where are my clothes? |
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CCP FoxFour
C C P C C P Alliance
3055
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Posted - 2014.04.18 23:07:00 -
[77] - Quote
Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required.
O_O
Thats horrible... I shall add it to my list of things to look at... this is is very long... CCP FoxFour // Game Designer // @regnerba
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qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
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Posted - 2014.04.19 04:09:00 -
[78] - Quote
Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required.
The ContractItems API's have a similar thing going like explained in the quote, where I have to split the requests up in order to get the max details. This after you do the ContractsItems call for contractID's you just got via Contracts API...
But, what grinds me the most is the fact that a request for the corp AssetList would contain IDs that did not move, though, when you request the Locations API for those IDs (moments after receiving the IDs from the AssetList. endpoint), you'd get "135: Owner is not the owner of all itemIDs..." : \ I also have to split the assetIDs up and kinda ignore the errors though, which sucks. |
Cor'len
Remnant of an Empire Psychosomatic.
2
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Posted - 2014.04.20 00:05:00 -
[79] - Quote
As both a PI enthusiast (who need to go set up 20+ planets again and oh god the RSI) and an API dev, getting PI information exposed in the API makes me super happy!
Keep up the good work, and it'd be awesome to get a listing of how full each spaceport/etc is. |
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CCP FoxFour
C C P C C P Alliance
3058
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Posted - 2014.04.20 09:30:00 -
[80] - Quote
qu1ckkkk wrote:Polarina wrote:I must've been completely blind! I've been on the lookout for these names for quite a while now. And FoxFour, thank you for all these improvements you've been making to the API, very much appreciated.
On a unrelated note, is it possible to change /corp/Locations.xml.aspx so that it doesn't fail completely on invalid asset IDs? In the minute it takes me to fetch and process the assets list, someone undocks in a ship, invalidating one of the asset IDs. For me, that's a relatively frequent event.
Currently, when that happens, I repeatedly split the list of asset IDs I request into two halves and call the API again on those two lists. This usually results in 9 to 11 requests instead of just one that would've otherwise been required. The ContractItems API's have a similar thing going like explained in the quote, where I have to split the requests up in order to get the max details. This after you do the ContractsItems call for contractID's you just got via Contracts API... But, what grinds me the most is the fact that a request for the corp AssetList would contain IDs that did not move, though, when you request the Locations API for those IDs (moments after receiving the IDs from the AssetList. endpoint), you'd get "135: Owner is not the owner of all itemIDs..." : \ I also have to split the assetIDs up and kinda ignore the errors though, which sucks.
Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( CCP FoxFour // Game Designer // @regnerba
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Max Kolonko
High Voltage Industries Ash Alliance
389
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Posted - 2014.04.20 10:09:00 -
[81] - Quote
I think he meant that api call for corp assets gives him list of x ships So he makes api locations call for those ships ids. And for se he gets error. Presumably because of those ships no lpnger being in corp hangar.
So i assume there is time diffrence beyween those api caching time. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
Polarina
EVE University Ivy League
0
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Posted - 2014.04.20 18:17:00 -
[82] - Quote
CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner.
I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on.
Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull.
Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time.
In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is).
I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error.
"The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer. Where are my clothes? |
Proddy Scun
Renfield Inc
52
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Posted - 2014.04.21 04:46:00 -
[83] - Quote
PI updates in WH seem to be less than 100% reliable. And now I got an idea of maybe why. Two on demand services (PI & wh system) --
no wonder 1 in 6 time you can reconfigure or renew extraction, double check it at end before logging off hours later...and find out when you go back days later to collect that it all stopped at the next DT.
I guess the on demand nature of things means stuff doesn't always get stored in non-volatile DB if server priorities and log off mix wrong. On demand server processes simply do not always flush all data to non-volatile DB if coders missed one caffeine injection when reviewing the code logic. |
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CCP FoxFour
C C P C C P Alliance
3059
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Posted - 2014.04.21 09:31:00 -
[84] - Quote
Proddy Scun wrote:PI updates in WH seem to be less than 100% reliable. And now I got an idea of maybe why. Two on demand services (PI & wh system) --
no wonder 1 in 6 time you can reconfigure or renew extraction, double check it at end before logging off hours later...and find out when you go back days later to collect that it all stopped at the next DT.
I guess the on demand nature of things means stuff doesn't always get stored in non-volatile DB if server priorities and log off mix wrong. On demand server processes simply do not always flush all data to non-volatile DB if coders missed one caffeine injection when reviewing the code logic.
WHs are no more on demand than any other solar system, if you can find a way to reproduce this defect please file a bug report. If you have filed one recently, last few months, let me know under what character so I can try and look it up. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3059
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Posted - 2014.04.21 09:32:00 -
[85] - Quote
Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer.
OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry.
I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix. CCP FoxFour // Game Designer // @regnerba
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Max Kolonko
High Voltage Industries Ash Alliance
389
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Posted - 2014.04.21 10:50:00 -
[86] - Quote
CCP FoxFour wrote:Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer. OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry. I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix.
Speaking of that. My way around it is making a lot of 1 item calls. I have 20 calls to single items every 10 minutes on CRON (so keeping well under 32 per second). Initially I populated my corp assets DB with name values until i only got errors for the rest. Then my CRON job is doing the job of populating whatever new shows up in my assets DB. It also updates names if they change (my script takes oldest 20 entries in terms od time of name checking, and all new items have date set to 0, so if less than 20 new items shows up in DB whatever if left goes to updating the names of existing items and updating time of name checking). Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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CCP FoxFour
C C P C C P Alliance
3059
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Posted - 2014.04.21 13:41:00 -
[87] - Quote
Max Kolonko wrote:CCP FoxFour wrote:Polarina wrote:CCP FoxFour wrote:Possibly because I just woke up and also because it's the weekend... but I am not really understanding what you are saying. Could you explain in more detail. Sorry. :( Let me try to explain in a reproducible manner. I pull the assets list from the API. From it, I compute what assets are new in it compared to what I already have in my database. Most of the time, it's just new ships appearing in our ship maintenance array, hangars being restocked; very ordinary normal stuff going on. Downloading the assets list from the API takes about 20 seconds (it is huge), processing it and adding it to the database takes about 40 seconds. Finally, I now have a list of all the asset IDs of new ships / containers / corpses / stuff that came with the last API pull. Now it's time to query the names of all those new assets with the /corp/Locations.xml.aspx endpoint. In order to save load on the API, I request the names in batches of 50 IDs at a time. In the 60 seconds it took me to get to this point, someone has undocked in a ship that happens to be one of the asset IDs I'm just about to request. This means that the ship is no longer the corporation's, it would no longer appear in our assets list (if it weren't cached, that is). I fire off the request! The API notices that one of the asset IDs does not belong to us (but did, just a minute ago), invalidates the whole request and throws an error. "The API" wrote: <?xml version='1.0' encoding='UTF-8'?> <eveapi version="2"> <currentTime>2014-04-20 18:08:13</currentTime> <error code="135">Owner is not the owner of all itemIDs or a non-existant itemID was passed in. If you are not trying to scrape the API, please ensure your input are valid locations associated with the key owner.</error> <cachedUntil>2014-04-21 06:08:13</cachedUntil> </eveapi>
I have no idea which asset ID failed; could be just one, could be more if a fleet undocked or something. All I can do now is divide & conquer. OK, thats what I thought you meant. Your wording previously just made me a little confused, sorry. I will have a look at this ASAP, I think I know why it was done but have a better idea for fixing what it tried to fix. Speaking of that. My way around it is making a lot of 1 item calls. I have 20 calls to single items every 10 minutes on CRON (so keeping well under 32 per second as the job itself takes about 5 seconds on avarage to compleete it could be increased to a 100 calls per job, but my assets have less than 1000 entries for named objects, so i dont mind going slow on this). Initially I populated my corp assets DB with name values until i only got errors for the rest. Then my CRON job is doing the job of populating whatever new shows up in my assets DB. It also updates names if they change (my script takes oldest 20 entries in terms od time of name checking, and all new items have date set to 0, so if less than 20 new items shows up in DB whatever if left goes to updating the names of existing items and updating time of name checking). If i get error I also update the time of name checking, so this item is not checked again until it turn comes around. It have a lot of downsides and its not perfect in any means, its just a way to always get names for things that are in assets and dont have to worry that api return error for whole call.
Yeaaaaaa the fact that you are having to do things like that is just... /face_palm CCP FoxFour // Game Designer // @regnerba
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qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
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Posted - 2014.04.21 15:01:00 -
[88] - Quote
CCP FoxFour wrote: Yeaaaaaa the fact that you are having to do things like that is just... /face_palm
Yeah, like this horrible piece of code? :D
https://github.com/eve-seat/seat/blob/dev/app/eveapi/corporation/CorporationStarbaseDetail.php#L48 |
Max Kolonko
High Voltage Industries Ash Alliance
389
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Posted - 2014.04.22 08:50:00 -
[89] - Quote
CCP FoxFour wrote:Max Kolonko wrote:Speaking of that. My way around it is making a lot of 1 item calls. I have 20 calls to single items every 10 minutes on CRON (so keeping well under 32 per second as the job itself takes about 5 seconds on avarage to compleete it could be increased to a 100 calls per job, but my assets have less than 1000 entries for named objects, so i dont mind going slow on this). Initially I populated my corp assets DB with name values until i only got errors for the rest. Then my CRON job is doing the job of populating whatever new shows up in my assets DB. It also updates names if they change (my script takes oldest 20 entries in terms od time of name checking, and all new items have date set to 0, so if less than 20 new items shows up in DB whatever if left goes to updating the names of existing items and updating time of name checking). If i get error I also update the time of name checking, so this item is not checked again until it turn comes around. It have a lot of downsides and its not perfect in any means, its just a way to always get names for things that are in assets and dont have to worry that api return error for whole call. Yeaaaaaa the fact that you are having to do things like that is just... /face_palm
So CCP FoxFour, would not it be best to just move Name and XYZ coorodinates into assets API? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
qu1ckkkk
The Warp Core Stabilizers Tactical Narcotics Team
6
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Posted - 2014.04.22 09:57:00 -
[90] - Quote
Max Kolonko wrote: Also - btw what XYZ coordinates means exactly? Are those XYZ coords inside the system or inside the grid or what? Are those exactly the same for a ship and SMA that it is stored in? I need to check that, never bothered to use Locations API other than for names
Not sure what you mean by "inside the grid" but they are locations in space if populated. |
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