Scripters cove

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

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CaptSolo
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Re: Scripters cove

Post by CaptSolo »

I'm a total noob with scripting, but I would like to know what event or condition that checks to see what kind of station the player has docked with? To be more specific, what event handler is passed when the player has docked with a rock hermit?
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Thargoid
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Re: Scripters cove

Post by Thargoid »

The two pages you want as reference are Javascript World Script Events and Javascript Ship Script Events.

The former are basically events that happen to the player (or the player ship), in world scripts which run in the background for the player. The latter are scripts associated with (usually NPC) ships and stations.

So specifically for your question, you want the events this.shipWillDockWithStation(station) and this.shipDockedWithStation(station). In both cases station is the identify of the station you docked with. So you could use the event to trigger a check using station.hasRole to see if that matches the role of a rock hermit in this case (via an if statement check) and then if true act on that accordingly.

WillDock occurs just prior to docking (at the beginning of the rings effect) and Docked occurs after docking (after the rings). See the links above for more details.
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Re: Scripters cove

Post by CaptSolo »

Thanks, Thargoid. My bare bones main script for handling this task works.
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Re: Scripters cove

Post by Commander McLane »

Ahruman wrote:
Commander McLane wrote:
Okay, here's a tricky one: is there a way to transfer information across a startUp event?
If so, it’s a bug.
I've got an alternative solution. I found out that I can display a mission screen after the player died, triggered by the shipDied event, which is totally sufficient for my purpose. The only downside seems to be that no model can be displayed at this point (probably because the player isn't docked).
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Re: Scripters cove

Post by Cody »

Commander McLane wrote:
I found out that I can display a mission screen after the player died, triggered by the shipDied event
<looks up, intrigued>
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: Scripters cove

Post by CommonSenseOTB »

Commander McLane wrote:
I found out that I can display a mission screen after the player died, triggered by the shipDied event
That's very cool, I can think of many uses for that. :)
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: Scripters cove

Post by Eric Walch »

Commander McLane wrote:
I found out that I can display a mission screen after the player died, ....
But, who is going to read that screen. The player is dead after all..... :lol:
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Re: Scripters cove

Post by Rese249er »

Quick question: how would one script a forced change to the player's ship to a point along a vector?

I'm attempting to create an OXP with equipment designed to keep the player following the currently locked target, intended as an assist for various escort contracts.
Got all turned around, lost my nav connection... Where am I now?
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Re: Scripters cove

Post by Commander McLane »

Rese249er wrote:
Quick question: how would one script a forced change to the player's ship to a point along a vector?
Image player.ship.orientation is your friend. But it's a quaternion, not a vector.

Note, however, that the player can change the orientation of their ship any time, with just a fingertip.
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Re: Scripters cove

Post by Rese249er »

Distance is a greater concern for my purposes.

If I wanted just orientation, I'd use Target Tracker and be done with it.

I'm actually wanting to keep the script from doing anything with player.ship.orientation. My intention is for the player to be able to yaw, pitch and roll while keeping a set distance from the target. The name of the OXP will be Grapple Beam.
Got all turned around, lost my nav connection... Where am I now?
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Re: Scripters cove

Post by Commander McLane »

Seems I misread the question.

If you want to position the player ship, then it's Image player.ship.position (reading the documentation helps, by the way).
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Re: Scripters cove

Post by Rese249er »

... I see... Now to figure out how to translate that into an OXP equipment...
Got all turned around, lost my nav connection... Where am I now?
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Re: Scripters cove

Post by Wildeblood »

The easiest way would be to grab Okti's tractor beam equipment (not Thargoid's tractor beam which works differently), which keeps the target at a position fixed relative to the player, and reverse the polarity of the plasma conduits.
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Re: Scripters cove

Post by Rese249er »

Wildeblood wrote:
...grab Okti's tractor beam equipment...
Link please? Seems just about all the code I use is ripped off his work.
Got all turned around, lost my nav connection... Where am I now?
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Re: Scripters cove

Post by Smivs »

Okti's tractor beam is awarded during the Coyote's Run mission. :)
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