i set some equipment to cost 0 credits.. on Oolite 1.75.3
I set a single ship to be able to have this Equipment, called the constrictor X, now renamed ConstrictorBugHUNTER
I did it like this...
equipment.plist
Code: Select all
(
(
2, 9, "BUG HUNT EQUIPMENT",
"EQ_FRAME_BUG_HUNT",
"Bug hunt equipment",
{
available_to_all = true;
}
)
)
Code: Select all
{
"CONSTRICTOR-BUG-Player" =
{
chance = 1.0;
"optional_equipment" =
(
"EQ_ECM",
"EQ_FUEL_SCOOPS",
"EQ_ESCAPE_POD",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_DOCK_COMP",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_MINING_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_FUEL_INJECTION",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET",
"EQ_GAL_DRIVE",
"EQ_FRAME_BUG_HUNT"
);
price = 0;
"standard_equipment" =
{
extras =
(
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET"
);
"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
missiles = 1;
};
techlevel = 2;
"weapon_facings" = 1;
};
}
shipdata.plist
Code: Select all
{
"CONSTRICTOR-BUG-Player" =
{
aft_eject_position = "0.0 5.5 -19.0";
bounty = 250;
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 5;
exhaust = ("0.0 0.0 -30.0 6.0 6.0 6.0");
forward_weapon_type = "WEAPON_MILITARY_LASER";
fuel = 70;
has_ecm = yes;
hyperspace_motor_spin_time = 5;
has_escape_pod = yes;
has_fuel_injection = yes;
likely_cargo = 3;
max_cargo = 20;
max_energy = 450;
max_flight_pitch = 1.75;
max_flight_roll = 2.5;
max_flight_speed = 650;
missile_launch_position = "0.0 -5.5 16.0";
missiles = 4;
model = "constrictor_redux.dat";
materials =
{
constrictor_redux.png = { shininess = 20; };
};
name = "ConstrictorBUGHunter";
roles = "player";
thrust = 50;
weapon_position_forward = "0.0 0.0 27.5";
custom_views =
(
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 30.0 -200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "2000.42 30.0 -2000.42";
weapon_facing = "FORWARD";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "200.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "2000.42 30.0 2000.42";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 30.0 200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-2000.42 30.0 2000.42";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-200.0 30.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-2000.42 30.0 -2000.42";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 200.0 -15.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -200.0 -15.0";
weapon_facing = "FORWARD";
}
);
};
}
Notice the price of the Equipment, its "9", or 0.9 credits in Oolite..
Notice that it is also in optional_equipment..
so in order to trigger the freeze I'm referring too, the price of the equipment must be less than 10, and I presume it must be in the Equipment list for one of the following ships on the but new ship(shipyard), page. I had this in optional_equipment for my special ship and therefore had a reproducible freeze of Oolite..
A not completely but nearly similar test case OXP can be found here..
http://www.box.com/s/jvir61xeycb7cl3nak52
I'm in time restraints so i do not have time to log in at the bug tracking feature tracker and add it there..
Cheers Frame....