Show and Tell (new ships/ ships in progress)

Discussion and information relevant to creating special missions, new ships, skins etc.

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Killer Wolf
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Re: Show and Tell (new ships/ ships in progress)

Post by Killer Wolf »

oh aye, i forgot to tell him what to do w/ the script! :-D
i'm rubbish, me.

as per Smivs, just save it off in Config as script.js

sorry about that!
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Re: Show and Tell (new ships/ ships in progress)

Post by mandoman »

Smivs wrote:
I did send you this a while ago....probably the simplest one to use - just call it script.js and put it in Config, with your actual ship's role in it.

Code: Select all

// Standard attributes 
this.name           = "script.js"; 
this.author         = "Smivs"; 
this.copyright      = "This script is hereby placed in the public domain."; 
this.version        = "1.0"; 
this.description    = "Script to add an object near player on launching from station." 



this.shipLaunchedFromStation = function() 
{
         
   system.addShips("your-ship's-role", 1, player.ship.position, 10000);
    
};
:)
Yeah, I still have that one. I could never get it to work. Let's face it, I'm an idiot at scripting.......but like most idiots, that doesn't mean I'm not going to try to learn it. :D

Killer Wolf, your script worked like a dream. In fact, I was concentrating so much on the UFOship Demo that Smivs gave me, that I forgot about the Andricothere, and was startled when I saw it outside the station the first time. I don't know if anyone else will like it, but I think it's beautiful. Gonna have to work out the ballturret positions better, though. I also removed the dock feature from the shipdata.plist, as all it was doing was sticking a gigantic sheet of metal right through the middle of the Andricothere. It was weird. Smivs will tell you that I'm always trying to do more than I should, which is usually the case. It's fun experimenting, though, and I think I can make that Andricothere into a cool ship, sailing in toward, or out from a planet, with it's five SunBat escorts. I dare the pirates to attack. :twisted:

Smivs, I'm sure you could tell me why I couldn't get your script to work, as I'm positive that it is completely workable, but just remember who you're dealing with. :lol: Oh, and your UFOship Demo works really well. It showed me a million things wrong on the ship, for one, and I also think there had better be more than one showing up to fight the Thargoids, as mine pretty much got whupped. Of course, it probably didn't help that I have the ballturrets situated incorrectly, and I think I had the wrong orientation numbers as well. It looked to me like several plasma bolts just kind of blew up right around the UFOship, instead of firing at the Thargoids. :lol:

Fun stuff. :D
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Re: Show and Tell (new ships/ ships in progress)

Post by Killer Wolf »

"I forgot about the Andricothere, and was startled when I saw it outside the station the first time. I don't know if anyone else will like it, but I think it's beautiful."

yeah, it's a thrill when you see your efforts in-game for the first time isn't it? :-)

can you give some more info about the dock? we can probably get that working too. from your description it sounds like you were maybe using one of the standard dock models. i wrote a bit about docks in the "things i wish i'd known..." thread in this forum, if it's of any help, otherwise post here and we should be able to sort it out.

"It was weird. Smivs will tell you that I'm always trying to do more than I should, which is usually the case." lol, i sometimes do the same, and usually end up pestering other people w/ loads of PMs about how to get shaders/scripts etc to work :-/
but, i try to learn as i go along so hopefully the questions will become fewer and fewer.
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Re: Show and Tell (new ships/ ships in progress)

Post by Smivs »

mandoman wrote:
Smivs wrote:
I did send you this a while ago....probably the simplest one to use - just call it script.js and put it in Config, with your actual ship's role in it.

Code: Select all

// Standard attributes 
this.name           = "script.js"; 
this.author         = "Smivs"; 
this.copyright      = "This script is hereby placed in the public domain."; 
this.version        = "1.0"; 
this.description    = "Script to add an object near player on launching from station." 



this.shipLaunchedFromStation = function() 
{
         
   system.addShips("your-ship's-role", 1, player.ship.position, 10000);
    
};
:)
Yeah, I still have that one. I could never get it to work. Let's face it, I'm an idiot at scripting.......but like most idiots, that doesn't mean I'm not going to try to learn it. :D

Smivs, I'm sure you could tell me why I couldn't get your script to work, as I'm positive that it is completely workable, but just remember who you're dealing with. :lol: Oh, and your UFOship Demo works really well. It showed me a million things wrong on the ship, for one, and I also think there had better be more than one showing up to fight the Thargoids, as mine pretty much got whupped. Of course, it probably didn't help that I have the ballturrets situated incorrectly, and I think I had the wrong orientation numbers as well. It looked to me like several plasma bolts just kind of blew up right around the UFOship, instead of firing at the Thargoids. :lol:

Fun stuff. :D
Hi Mandoman,
I'm glad you're enjoying your UFOship and learning a bit about it.
For the script (above) just c&p it into a text editor and change the "your-ship's-role" to whatever the ship is you're trying to test, in this case "UFOship". See below.

Code: Select all

// Standard attributes 
this.name           = "script.js"; 
this.author         = "Smivs"; 
this.copyright      = "This script is hereby placed in the public domain."; 
this.version        = "1.0"; 
this.description    = "Script to add an object near player on launching from station." 



this.shipLaunchedFromStation = function() 
{
         
   system.addShips("UFOship", 1, player.ship.position, 10000);
    
};
Just name this 'script.js' and put it in the Config folder of the OXP.
Cheers,
Smivs.
Commander Smivs, the friendliest Gourd this side of Riedquat.
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Re: Show and Tell (new ships/ ships in progress)

Post by MiMoriarty »

Image
This is a new ship I'm working on. I need to add more detail and replace the upper gun, which made a bad UV mapping :twisted: , for a turret. In the meanwhile I'm looking for a proper name.

Any suggestions?
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Re: Show and Tell (new ships/ ships in progress)

Post by Disembodied »

It's a nice-looking ship! The name could be a reflection of its role and characteristics. Can you give us some details of where it sits alongside other ships? Is is Cobraesque? Pythonish? Boalike? Fast and light or big and solid?
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Re: Show and Tell (new ships/ ships in progress)

Post by Killer Wolf »

nice. is that a big gatling cannon under the snout?
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Re: Show and Tell (new ships/ ships in progress)

Post by Cmdr. Maegil »

Seeing the main gun's size, it looks like a small fighter with big engines, but the turret's scale indicates a small to medium freighter.
In any case, the shape made me think of a knucle-knife, so how about calling it the Faustmesser?
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Re: Show and Tell (new ships/ ships in progress)

Post by Kaks »

If you're going for that angle Stossdolch sounds much less bodypart-y, hence more - err - spaceship-py! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: Show and Tell (new ships/ ships in progress)

Post by Cmdr. Maegil »

Kaks wrote:
If you're going for that angle Stossdolch sounds much less bodypart-y, hence more - err - spaceship-py! :)
While Faustmesser does mean fist-knife in German, in English the isolated "Faust" and "messer" already have connotations of meanness, what to say putting them together :twisted: .
Last edited by Cmdr. Maegil on Tue Nov 22, 2011 1:34 pm, edited 1 time in total.
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Re: Show and Tell (new ships/ ships in progress)

Post by Gimi »

When I saw this I immediately thought of the Zumwalt class destroyer. So in keeping with German "nameology", how about "Zerstörer". Also it strikes me as a sort of medium to large military ship, so for me it fits.
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Re: Show and Tell (new ships/ ships in progress)

Post by MiMoriarty »

Can you give us some details of where it sits alongside other ships? Is is Cobraesque? Pythonish? Boalike? Fast and light or big and solid?
It might be a thinner Python, more agility and ability to fight at the expense of its cargo space which would be reduced to about half.
is that a big gatling cannon under the snout?
8) I'd love that, I did it thinking in the A10 Thunderbolt 30mm cannon but I'm afraid there's not that kind of weapon in the Ooniverse. Or is there any? I'm still green :mrgreen: about scripting and shading. Maybe the EQ_WEAPON_TWIN_PLASMA_CANNON would fit if this weapon would be modified to resemble something with more punch.
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Re: Show and Tell (new ships/ ships in progress)

Post by DaddyHoggy »

There's a variety of Rail Guns, as created by Commander McLane (where is Commander McLane?): https://bb.oolite.space/viewtopic.php?f=4&t=9708
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Re: Show and Tell (new ships/ ships in progress)

Post by Cody »

DaddyHoggy wrote:
where is Commander McLane?
Been gone for four months now... and greatly missed!
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Re: Show and Tell (new ships/ ships in progress)

Post by DaddyHoggy »

El Viejo wrote:
DaddyHoggy wrote:
where is Commander McLane?
Been gone for four months now... and greatly missed!
Four Months tomrrow in fact (since he last visited the forum) a week more since he last posted. I've asked on Outworld, just in case somebody is contact with him via another method. I just hope he's OK.
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