[Test RELEASE:] Interstellar Tweak OXP
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Re: [Test RELEASE:] Interstellar Tweak OXP
It occurs to me that simply requesting a way to set a ship to be a hulk via JS would be the way forward, instead of doing all sorts of weird things in JS?
Obviously only after MNSR...
Obviously only after MNSR...
The glass is twice as big as it needs to be.
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Re: [Test RELEASE:] Interstellar Tweak OXP
Micha: it needn't be that weird, it turns out. For, if you have the right shipdata in your 'plist', then - others have helped me to discover - all you need in JS is something likeMicha wrote:It occurs to me that simply requesting a way to set a ship to be a hulk via JS would be the way forward, instead of doing all sorts of weird things in JS?
Obviously only after MNSR...
Code: Select all
this.derelictShip = system.addShips("IST_derelict", 1, this.position, 4000);
Also, I thought that the MNSR was, at present, not that 'M' (mythical). But maybe I'm naive!
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Re: [Test RELEASE:] Interstellar Tweak OXP
Would it be worth just slightly expanding the scope of theMicha wrote:It occurs to me that simply requesting a way to set a ship to be a hulk via JS would be the way forward, instead of doing all sorts of weird things in JS?
Obviously only after MNSR...
abandonShip
method so that ships both with and without escape pods are made derelict when it is called via JS. It currently does the job for ships with escape pods, but does nothing at all for ships without pods. Maybe a rename -
makeDerelict([abandonShip : Boolean])
. If sent with a true flag the ship will be made derelict and if it has pods they will be launched, if false it will just convert the ship to derelict status. Keep the existing abandonShip
method for backwards compatibility. Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
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Re: [Test RELEASE:] Interstellar Tweak OXP
A derelict ship has no one on board, right? So, if no escape capsules are launched, someone must still be on board. How does it make sense to make a ship derelict that has not fired escape capsules? I must have missed something.Capt. Murphy wrote:Would it be worth just slightly expanding the scope of theMicha wrote:It occurs to me that simply requesting a way to set a ship to be a hulk via JS would be the way forward, instead of doing all sorts of weird things in JS?
Obviously only after MNSR...abandonShip
method so that ships both with and without escape pods are made derelict when it is called via JS. It currently does the job for ships with escape pods, but does nothing at all for ships without pods.
Maybe a rename -makeDerelict([abandonShip : Boolean])
. If sent with a true flag the ship will be made derelict and if it has pods they will be launched, if false it will just convert the ship to derelict status. Keep the existingabandonShip
method for backwards compatibility.
Perhaps instead maybe some kind of spawnDerelict command would be better and avoid the possibility of one shot super weapons that disable an npc ship and turn it into a derelict. At the moment one can change the AI of the npc anyway to simulate such a weapon so why the need for a dedicated command?
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
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Re: [Test RELEASE:] Interstellar Tweak OXP
The ship could be derelict if the crew has been killed? Their bodies might be on board, but the ship would be derelict still.CommonSenseOTB wrote:A derelict ship has no one on board, right? So, if no escape capsules are launched, someone must still be on board. How does it make sense to make a ship derelict that has not fired escape capsules? I must have missed something.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
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Re: [Test RELEASE:] Interstellar Tweak OXP
The question would be also can you have ships without a crew aboard which aren't derelicts.
There are certain scenarios where you might want that (for example my Hired Guns escorts, they're actually crewless flying rocks so they don't mass-lock you). If this got handled wrongly then you could end up with an active ship that the game sees as a salvagable hulk.
But equally such a ship could then also never be made into a derelict if you did want to, for the same reason of not being flagged as crewed.
There are certain scenarios where you might want that (for example my Hired Guns escorts, they're actually crewless flying rocks so they don't mass-lock you). If this got handled wrongly then you could end up with an active ship that the game sees as a salvagable hulk.
But equally such a ship could then also never be made into a derelict if you did want to, for the same reason of not being flagged as crewed.
My OXPs via Boxspace or from my Wiki pages .
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Re: [Test RELEASE:] Interstellar Tweak OXP
It's just really for convenience for OXP makers who want pre-existing derelicts spawned without having to define lots of derelict versions of ship models in shipdata. But maybeCommonSenseOTB wrote:A derelict ship has no one on board, right? So, if no escape capsules are launched, someone must still be on board. How does it make sense to make a ship derelict that has not fired escape capsules? I must have missed something.
Perhaps instead maybe some kind of spawnDerelict command would be better and avoid the possibility of one shot super weapons that disable an npc ship and turn it into a derelict. At the moment one can change the AI of the npc anyway to simulate such a weapon so why the need for a dedicated command?
system.addShipsAsDerelict
with the same parameters as system.addShips
would be a better option.Thargoid - you can giving 'flying rocks' a pilot (the escort contracts mother is a piloted 'flying rock') and keep them non-mass locking. The benefit being that the hired guns will then have some collision avoidance behaviour which they won't have at the minute.
Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
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Re: [Test RELEASE:] Interstellar Tweak OXP
I have had escorts bump into me quite a bit! Also, 'twould be good were escorts to follow one when one misjumps (- I believe they don't do that at present). Or at least that makes sense - er, I think - if the idea is that they follow through your wormhole.Capt. Murphy wrote:CommonSenseOTB wrote:Thargoid - you can giving 'flying rocks' a pilot (the escort contracts mother is a piloted 'flying rock') and keep them non-mass locking. The benefit being that the hired guns will then have some collision avoidance behaviour which they won't have at the minute.
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Re: [Test RELEASE:] Interstellar Tweak OXP
@UK Eliter, umm, I never wrote that. Proofread your quotes please.UK_Eliter wrote:I have had escorts bump into me quite a bit! Also, 'twould be good were escorts to follow one when one misjumps (- I believe they don't do that at present). Or at least that makes sense - er, I think - if the idea is that they follow through your wormhole.Capt. Murphy wrote:CommonSenseOTB wrote:Thargoid - you can giving 'flying rocks' a pilot (the escort contracts mother is a piloted 'flying rock') and keep them non-mass locking. The benefit being that the hired guns will then have some collision avoidance behaviour which they won't have at the minute.
@Capt. Murphy, system.addShipsAsDerelict sounds like the way to go.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
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Re: [Test RELEASE:] Interstellar Tweak OXP
Looks like scripting requests thread will be busy after the new year. But if there is a way to do it with the current JS implementation I would prefer to do it now.
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Re: [Test RELEASE:] Interstellar Tweak OXP
@CommonSenseOTB:
Ah, yes: you didn't say that. Someone else - namely, Capt. Murphy - did. Sorry. I am still learning how the 'quote' function works, it seems. (I feel that it would help if we explicitly signed our posts. Still, the whole virtual-name-not-being-your-real-name makes things a bit complicated - in that it seems odd signing by my avatar. That in turn raises the question of why I don't sign by my actual name. . Anyway, sorry to have misquoted you.)'@UK Eliter, umm, I never wrote that. Proofread your quotes please.'
Last edited by UK_Eliter on Sat Dec 10, 2011 12:54 am, edited 1 time in total.
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Re: [Test RELEASE:] Interstellar Tweak OXP
Because until the internet came along, we didn't realize how many stalkers and nut-jobs there are in the world.UK_Eliter wrote:That in turn raises the question of why I don't sign by my actual name.
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Re: [Test RELEASE:] Interstellar Tweak OXP
@UK_Eliter: It's allright. Are you using the quote button? I find that it is easier to use the button and then cut away what you don't need, for me it's faster and reduces errors.UK_Eliter wrote:@CommonSenseOTB:
Ah, yes: you didn't say that. Someone else - namely, Capt. Murphy - did. Sorry. I am still learning how the 'quote' function works, it seems. (I feel that it would help if we explicitly signed our posts. Still, the whole virtual-name-not-being-your-real-name makes things a bit complicated - in that it seems odd signing by my avatar. That in turn raises the question of why I don't sign by my actual name. .) Anyway, sorry to have misquoted you.)'@UK Eliter, umm, I never wrote that. Proofread your quotes please.'
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
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Re: [Test RELEASE:] Interstellar Tweak OXP
Ah yes, that will be it - largely, anyway.Wildeblood wrote:Because until the internet came along, we didn't realize how many stalkers and nut-jobs there are in the world.UK_Eliter wrote:That in turn raises the question of why I don't sign by my actual name.
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Re: [Test RELEASE:] Interstellar Tweak OXP
New version ready for testing! This one does much more (although the chance of anything being triggered is fairly low - you can change that, though).
URL: http://www.box.com/shared/moreq536ht
URL: http://www.box.com/shared/moreq536ht