I found the world script event shipWillLaunchFromStation but it is not possible to cancel that launch, is it?
If it is really not possible:
Would it be possible to include this for future use?

Thanks,
QCS
Moderators: winston, another_commander
allowLaunching
set, for example - don't affect the player ship)That never had a chance of working, but this should:-QCS wrote:What I did: a world script with:Code: Select all
this.shipWillLaunchFromStation = function(station) { //from the JS reference, dockedStation is set at this point player.ship.dockedStation.dockPlayer(); }
Code: Select all
this.shipWillLaunchFromStation = function (station) {
this.$bounty = player.bounty;
}
this.shipLaunchedFromStation = function (station) {
player.bounty = this.$bounty;
station.dockPlayer();
}
Code: Select all
this.shipWillLaunchFromStation = function (station) {
station.dockPlayer();
}
Indeed, it did. But it feels so wrong... the ship launches, then I could come up with the warning, player decides he didn't want to, and returns to the station...Wildeblood wrote:this should:-Code: Select all
this.shipWillLaunchFromStation = function (station) { this.$bounty = player.bounty; } this.shipLaunchedFromStation = function (station) { player.bounty = this.$bounty; station.dockPlayer(); }
True, but I often have controlled goods confiscated from former piratesWildeblood wrote:Much easier to just warn them at the moment of purchase, though, rather than waiting until launch.
Same error as above.Wildeblood wrote:You might try this just to see what happens:-Code: Select all
this.shipWillLaunchFromStation = function (station) { station.dockPlayer(); }
Very good idea. And if one could cancel a launch, one could also do all this with an OXP (even the F1F1 sequence).Venator Dha wrote:To expand the idea a bit(Expect it would need some Dev work to create
)
Create a launch protocol/check list to cover, for example:
Fuel level : Full, low, insufficient for next destination.
Free pylons available.
Illegal cargo
Un-repaired systems
Pressing 1 get this launch protocol then pressing 1 again will launch.
Would also prevent accidental launch when pressing 1 instead of 2 after docking
Try my Docked HUDs OXP. It was created for a player who habitually launched forgetting to re-fuel. It doesn't check for controlled cargo or un-repaired equipment but that could possibly be added.Venator Dha wrote:To expand the idea a bit(Expect it would need some Dev work to create
)
Create a launch protocol/check list to cover, for example:
Fuel level : Full, low, insufficient for next destination.
Free pylons available.
Illegal cargo
Un-repaired systems...
Surely these are basic checks the pilot should be making anyway!Venator Dha wrote:Create a launch protocol/check list....
I think we agreeSmivs wrote:Surely these are basic checks the pilot should be making anyway!Venator Dha wrote:Create a launch protocol/check list....
Seriously, the pre-flight checks are an important part of the immersion in the game (for me at least) and I wouldn't want to see the game 'idiot-proofed' like this. Not in core anyway, what people use as OXP is up to them.