This is correct. The has_cloaking_device key takes what is called a fuzzy boolean parameter value. The 0.5 means that the ship that has this entry has 50% chance of carrying a cloaking device. You can do of course
which means 1.0 or 0.0 (100% or 0% respectively) chance of being true, but any float value between 0.0 and 1.0 is acceptable. Note that this applies also to the has_ecm, has_scoop, has_escape_pod, has_energy_bomb, has_fuel_injection, has_military_jammer and has_military_scanner_filter keys.
Concerning the reading thing, I also noticed the typo only at third glance - and was not sure, if it wasn`t a, sort of, historic typo that aegidian built into the code and now thirty oxps would have to be changed if it was corrected in the core game or somesuch
Yes, used only by a subversive militant wing of the Zadies feminist movement. Named after their founder, Chloe Wanabreaker, it allows thus equipped ships to acknowledge each others presence at long range and co-ordinate attacks on any ships piloted by males of any species who havent fed the dog, put out the feline, done the washing up, hoovered the engine room or left bits of witchspace drive injectors in the sink.
Seemed a bit pointless starting a new thread, and this does concern a suspected Wiki Typo.
If you look here on the 'Player' page of the js section, it describes how the 'addMessageToArrivalReport' method works.
Adds a message to the arrival report. This is the report shown immediately after docking. Oolite is putting its own stuff on the list immediately after shipWillDockAtStation() so it will be a good moment to add the messages at that moment when you know what station will be docked. At shipDockedWithStation() it will be to late as the report is already being shown at that moment. Messages added will be on the list above oolites own arrival messages. Messages added on the list other than during shipWillDockAtStation() will trigged the report screen when using the F5 screen during flight. This will be fixed in future versions but for now, only add them at shipWillDockAtStation().
Should 'shipWillDockAtStation' not be 'shipWillDockWithStation'?
Commander Smivs, the friendliest Gourd this side of Riedquat.
Adds a message to the arrival report. This is the report shown immediately after docking. Oolite is putting its own stuff on the list immediately after shipWillDockAtStation() so it will be a good moment to add the messages at that moment when you know what station will be docked. At shipDockedWithStation() it will be to late as the report is already being shown at that moment. Messages added will be on the list above oolites own arrival messages. Messages added on the list other than during shipWillDockAtStation() will trigged the report screen when using the F5 screen during flight. This will be fixed in future versions but for now, only add them at shipWillDockAtStation().
Should 'shipWillDockAtStation' not be 'shipWillDockWithStation'?
Yes. Also, we are now in future versions, so more general updating of that sentence is needed. Done, and thank you.
Note that this applies also to the has_ecm, has_scoop, has_escape_pod, has_energy_bomb, has_fuel_injection, has_military_jammer and has_military_scanner_filter keys.
Sadly, there doesn't seem to be a has_naval_energy_unit or has_extra_energy_unit (or equivalent?) -- a NPC ship has to be defined with a higher energy_recharge_rate in its shipdata.plist to simulate having that equipment.
...And if a NPC ship has a cloaking device, it's probably going to WANT a higher-than-default energy regen rate!
I'm aware of those and use both heavily in Switeck's Shipping OXP.
They can prolong the use of a cloaking device by a NPC ship but their effect on energy regeneration rates isn't so obvious.
Plus, this can mean running into a hostile cloaked NPC ship quickly after arriving at a system makes for a MUCH tougher fight than waiting till it's depleted almost all its energy.
Adds a message to the arrival report. This is the report shown immediately after docking. Oolite is putting its own stuff on the list immediately after shipWillDockAtStation() so it will be a good moment to add the messages at that moment when you know what station will be docked. At shipDockedWithStation() it will be to late as the report is already being shown at that moment. Messages added will be on the list above oolites own arrival messages. Messages added on the list other than during shipWillDockAtStation() will trigged the report screen when using the F5 screen during flight. This will be fixed in future versions but for now, only add them at shipWillDockAtStation().
Should 'shipWillDockAtStation' not be 'shipWillDockWithStation'?
Yes. Also, we are now in future versions, so more general updating of that sentence is needed. Done, and thank you.
That's great...thanks for sorting that out, and for updating the text
Commander Smivs, the friendliest Gourd this side of Riedquat.
I'm aware of those and use both heavily in Switeck's Shipping OXP.
They can prolong the use of a cloaking device by a NPC ship but their effect on energy regeneration rates isn't so obvious.
I suspect you mean 'not so obvious to observe in-game'? Because the Wiki explanation is obvious: only the latter of the two devices has an effect on energy recharge, and this effect is to increase the recharge rate by 50%.
Correct, observing it in-game is tricky...because unless you do entity dumps you probably don't know their energy levels (or max). (This too may be different on a Mac, but I'm using Windows so I don't know.)
Would awarding a NPC ship the special npc energy boosters via a script cause them to immediately gain quicker energy regen and much higher energy max, or do they have to have those equipment when spawned?
...Likewise, can you trick a NPC ship into turning on/off its cloak by giving and removing it via .js script?
Would awarding a NPC ship the special npc energy boosters via a script cause them to immediately gain quicker energy regen and much higher energy max, or do they have to have those equipment when spawned?
...Likewise, can you trick a NPC ship into turning on/off its cloak by giving and removing it via .js script?
I'd have thought awarding "EQ_SHIELD_ENHANCER" would have an immediate effect - why don't you try? Debug console is your friend for this kind of experimentation.