Well, I'm not sure if this is the right place to ask this...
Anyway, hello again.
I got one question about the ships, actually shipyard.plist.
Is it possible to add certain condition which has to be met so the ship appears on the market after that? (for example amount of kills or specific government)
Cheers
Question about ships
Moderators: winston, another_commander
Question about ships
And now for something completely similar...
- CheeseRedux
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I remember Lestradae did something along those lines for OSE, possibly also for RS. If memory serves, you had to be clean and deadly to purchase (a) certain ship(s). There may have been other conditions as well.
It's too late at night to go diving into files atm, but assuming it worked as advertised, yes it's possible.
Edit: I lied. Apparently it's not too late...
From the shipyard.plist of the last released version of Realistic Shipyards:
Assuming this works as advertised, you can buy this ship as long as you are clean and have more than 6399 kills - and have 41 million (!) cr to spare. What, if any, other conditions you can set, I have no clue.
Eric? That's your cue.
It's too late at night to go diving into files atm, but assuming it worked as advertised, yes it's possible.
Edit: I lied. Apparently it's not too late...
From the shipyard.plist of the last released version of Realistic Shipyards:
Code: Select all
<key>leviathan-player</key>
<dict>
<key>chance</key>
<real>1.0</real>
<key>conditions</key>
<array>
<string>legalStatus_number equal 0</string>
<string>score_number greaterthan 6399</string>
</array>
<key>optional_equipment</key>
<array>
<string>EQ_WEAPON_PULSE_LASER</string>
<string>EQ_WEAPON_BEAM_LASER</string>
<string>EQ_WEAPON_MILITARY_LASER</string>
</array>
<key>price</key>
<integer>41000000</integer>
<key>standard_equipment</key>
<dict>
<key>extras</key>
<array>
<string>EQ_ADVANCED_COMPASS</string>
<string>EQ_DOCK_COMP</string>
<string>EQ_ECM</string>
<string>EQ_ESCAPE_POD</string>
<string>EQ_ENERGY_BOMB</string>
<string>EQ_ENERGY_UNIT</string>
<string>EQ_FUEL_INJECTION</string>
<string>EQ_FUEL_SCOOPS</string>
<string>EQ_GAL_DRIVE</string>
<string>EQ_HEAT_SHIELD</string>
<string>EQ_MULTI_TARGET</string>
<string>EQ_NAVAL_ENERGY_UNIT</string>
<string>EQ_NAVAL_SHIELD_BOOSTER</string>
<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
<string>EQ_SHIELD_BOOSTER</string>
<string>EQ_CLOAKING_DEVICE</string>
</array>
<key>forward_weapon_type</key>
<string>EQ_WEAPON_MILITARY_LASER</string>
<key>missiles</key>
<integer>0</integer>
</dict>
<key>techlevel</key>
<integer>13</integer>
<key>weapon_facings</key>
<integer>15</integer>
</dict>
Eric? That's your cue.
"Actually this is a common misconception... I do *not* in fact have a lot of time on my hands at all! I just have a very very very very bad sense of priorities."
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- Commander McLane
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I fail to see the connection of using conditions in shipyard.plist, which has been possible forever, and storing ships, which won't be possible for the foreseeable future.Switeck wrote:This would be a nice first step in making a player-owned rock hermit asteroid in some system where you can "store" your ship and switch to another.
But you can't guarantee the ship will be there (especially if you have a lot of ship OXPs installed).
My OXPs via Boxspace or from my Wiki pages .
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- Commander McLane
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