still can't get this to work
shipdata ;
Code: Select all
// *************************************************
// * S C O R P I U S *
// *************************************************
{
"scorpius" =
{
ai_type = "route1traderAI.plist";
// ai_type = "dumbAI.plist";
beacon = "G - Scorpius";
auto_ai = yes;
exhaust = ("0.0 -15.0 -251.0 16.0 5.0 200.0","71.0 -16.7 36.0 6.0 4.0 20.0","-71.0 -16.7 36.0 6.0 4.0 20.0");
energy_recharge_rate = 100;
forward_weapon_type = "WEAPON_NONE";
max_flight_pitch = 0.7;
max_flight_roll = 0.7;
max_flight_speed = 300;
max_energy = 25000;
frangible = "false";
has_ecm = "true";
has_escape_pod = "true";
name = "Scorpius";
model = "hull.dat";
roles = "scavenger sunskim-trader trader";
escorts = 4;
escort-ship = "scorpescort";
script = "scorp-escort.js";
thrust = 50;
smooth = "false";
max_missiles = 12;
missiles = 12;
missile_launch_position = "0.0 -24.0 258.0";
subentities = (
"scorpcabins 0 0 0 1 0 0 0",
"scorpLcannon 0 0 0 1 0 0 0",
"scorpRcannon 0 0 0 1 0 0 0"
);
shaders =
{
"hulloartex.png" =
{
vertex_shader = "scorpshaderv.vertex";
fragment_shader = "scorpshaderf.fragment";
textures =
(
"hulloartex.png",
"hulloartex-normals.png",
"hulloartex-effects.png",
"hulloartex-lites.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uEffectsMap = { type = texture; value = 2; };
uGlowMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
};
};
};
};
"scorpcabins" =
{
ai_type = "nullAI.plist";
name = "Scorpius";
model = "cabrigs.dat";
roles = "scorpsubent";
shaders =
{
"cabrigtex.png" =
{
vertex_shader = "scorpshaderv.vertex";
fragment_shader = "scorpshaderf.fragment";
textures =
(
"cabrigtex.png",
"cabrigtex-normals.png",
"cabrigtex-effects.png",
"cabrigtex-lites.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; }; // don't change the order of the textures, the order
uNormalMap = { type = texture; value = 1; }; // of the other uniforms in this list (eg 'uTime', 'nearly_dead_')
uEffectsMap = { type = texture; value = 2; }; // doesn't matter
uGlowMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
};
};
};
};
"scorpRcannon" =
{
ai_type = "nullAI.plist";
name = "Scorpius";
model = "scorprgun.dat";
roles = "scorpsubent";
forward_weapon_type = "WEAPON_MILITARY_LASER";
weapon_position_forward = "73.0 17.2 179.0";
shaders =
{
"cabrigtex.png" =
{
vertex_shader = "scorpshaderv.vertex";
fragment_shader = "scorpshaderf.fragment";
textures =
(
"cabrigtex.png",
"cabrigtex-normals.png",
"cabrigtex-effects.png",
"cabrigtex-lites.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; }; // don't change the order of the textures, the order
uNormalMap = { type = texture; value = 1; }; // of the other uniforms in this list (eg 'uTime', 'nearly_dead_')
uEffectsMap = { type = texture; value = 2; }; // doesn't matter
uGlowMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
};
};
};
};
"scorpLcannon" =
{
ai_type = "nullAI.plist";
name = "Scorpius";
model = "scorplgun.dat";
roles = "scorpsubent";
forward_weapon_type = "WEAPON_MILITARY_LASER";
weapon_position_forward = "-73.0 17.2 179.0";
shaders =
{
"cabrigtex.png" =
{
vertex_shader = "scorpshaderv.vertex";
fragment_shader = "scorpshaderf.fragment";
textures =
(
"cabrigtex.png",
"cabrigtex-normals.png",
"cabrigtex-effects.png",
"cabrigtex-lites.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; }; // don't change the order of the textures, the order
uNormalMap = { type = texture; value = 1; }; // of the other uniforms in this list (eg 'uTime', 'nearly_dead_')
uEffectsMap = { type = texture; value = 2; }; // doesn't matter
uGlowMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
};
};
};
};
// *************************************************
// * SCORP ESCORT *
// *************************************************
"scorpescort" =
{
ai_type = "escortAI.plist";
auto_ai = yes;
aft_eject_position = "0.0 11.1 47.69";
energy_recharge_rate = 4.25;
exhaust = ("-7.54 2.69 -47.94 6.0 4.0 150.0", "7.54 2.69 -47.94 6.0 4.0 150.0");
forward_weapon_type = "WEAPON_BEAM_LASER";
weapon_position_forward = "0.0 -2.76 83.46";
weapon_position_aft = "0.0 2.54 -49.34";
laser_color = "blueColor";
max_cargo = 31;
likely_cargo = 7;
max_energy = 520;
max_flight_pitch = 2;
max_flight_roll = 4;
max_flight_speed = 375;
fuel = 70;
has_fuel_injection = 0.9;
has_shield_booster = 0.78;
has_ecm = "true";
has_escape_pod = "true";
heat_insulation = 1.0;
has_scoop = "true";
max_missiles = 6;
missiles = 6;
name = "Scorpius Escort";
missile_launch_position = "0.0 -5.3 22.1";
model = "scorpesc.dat";
roles = "escort";
thrust = 55;
scoop_position = "0.0 -5.3 22.1";
smooth = "false";
shaders =
{
"scorpescskin.png" =
{
vertex_shader = "scorpshaderv.vertex";
fragment_shader = "scorpshaderf.fragment";
textures =
(
"scorpescskin.png",
"scorpescnormals.png",
"scorpesceffects.png",
"scorpesclites.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uNormalMap = { type = texture; value = 1; };
uEffectsMap = { type = texture; value = 2; };
uGlowMap = { type = texture; value = 3; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
};
};
};
};
}
- to prevent likeshipping probs, i copied a Vamp model etc and created a new ship, scorpescort.
- originally, Scorp was genned up w/ a role of "scorpius" - not sure it that would have affected things?
- originally put pirate as a role - i did see a Scorp w/
escort ships, but of course they were mid combat so i can't tell if the script ran fine regards the formation thingy.
- one time i came across the four escorts outside a station, they were all pointing nose out in a + shape, it looked cool, but there was no Scorp in sight.
- have uses my populating script to dump 5 Scorps on launching, and then tried on WS exit. buggered if i can find them - i thought they'd mainly hang around the main corridor. i came across one lone one out in the depths but there were no escorts. [edit] : yeah, i'm a moron - i've just remembered that my script uses Role to populate, and it tries to populate a role of "scorpius" that i have since changed X-( would there be any benefits (testing-wise) to genning up scorps and then putting in their script a change of role to Trader or whatever?
- the beacon worked no prob w/ the Scorpius role, now it's very hit and miss. Log says 5 Scorps were genned, but no beacon symbol appears a lot of the time. i got the one above locked on, and i locked one outside a Sothis : sadly, it was running a trading AI i guess cos it tried to dock
again, no escorts around for this one.
might try sticking a death action thing in, in case things are getting genned but killed immediately; i had that prob w/ teh Sothis.