Arrival Reports
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- Wildeblood
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Arrival Reports
Is there a method to check in scripts - before docking at a station - whether an arrival report will be created upon docking? What game conditions cause arrival reports - contracts and passengers reaching their destination station, and what else?
Re: Arrival Reports
Currently:
- Contracts reaching their destination station
- Contracts not reaching their destination station because you were too late
- Bounties or insurance rewards on escape pod occupants being paid
- Fines and community service requirements upon the player from Galcop police
- Fines for failing to seek docking clearance when required
-
The first five categories are only generated when you dock, so you can't really query it in advance. You can make a fair guess at what will happen with the first four by:
- checking the player's contract lists
- watching
- watching
The fifth, obviously, can't be determined until docking is actually complete.
- Contracts reaching their destination station
- Contracts not reaching their destination station because you were too late
- Bounties or insurance rewards on escape pod occupants being paid
- Fines and community service requirements upon the player from Galcop police
- Fines for failing to seek docking clearance when required
-
player.addMessageToArrivalReport
The first five categories are only generated when you dock, so you can't really query it in advance. You can make a fair guess at what will happen with the first four by:
- checking the player's contract lists
- watching
shipScoopedOther
for escape pods- watching
commsMessageReceived
for Galcop "you will be fined if you dock here" messagesThe fifth, obviously, can't be determined until docking is actually complete.
- Wildeblood
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Re: Arrival Reports
I've never seen an OXP script that actually uses
Does the docking clearance protocol have any effect when magic-docking the payer from a script? If so, that's a bug, I'd say.
player.addMessageToArrivalReport
. Does anyone have an example?Does the docking clearance protocol have any effect when magic-docking the payer from a script? If so, that's a bug, I'd say.
I thought I could avoid this one by backing-up the player.bounty and setting it to zero before docking, but now I'm not so sure...?cim wrote:- Fines and community service requirements upon the player from Galcop police
...
- watchingcommsMessageReceived
for Galcop "you will be fined if you dock here" messages
Re: Arrival Reports
Yes. Take a look at the Vector (vector_missionArn.js) or Erics UPS-Courier (ups_docs.js).Wildeblood wrote:I've never seen an OXP script that actually usesplayer.addMessageToArrivalReport
. Does anyone have an example?
Re: Arrival Reports
I use them for one of the cargo contract types in New Cargoes.Wildeblood wrote:I've never seen an OXP script that actually usesplayer.addMessageToArrivalReport
. Does anyone have an example?
Magic-dock is always considered to have clearance.Wildeblood wrote:Does the docking clearance protocol have any effect when magic-docking the payer from a script? If so, that's a bug, I'd say.
That will work: the fine routine exits early if the player has cleared their bounty by other means.Wildeblood wrote:I thought I could avoid this one by backing-up the player.bounty and setting it to zero before docking, but now I'm not so sure...?
- Smivs
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Re: Arrival Reports
My Battle Damage OXP also uses this to alert the player about their hull damage upon docking.Wildeblood wrote:I've never seen an OXP script that actually usesplayer.addMessageToArrivalReport
. Does anyone have an example?
Commander Smivs, the friendliest Gourd this side of Riedquat.
- Eric Walch
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Re: Arrival Reports
I don't know why you need to know it exactly, but you can suppress the messages by script with suppressArrivalReports.
Take note that only the report is skipped. escape pods are still processed because it is technically very difficult to postpone this till a next docking. But I think that fines are skipped.
Take note that only the report is skipped. escape pods are still processed because it is technically very difficult to postpone this till a next docking. But I think that fines are skipped.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Cody
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Re: Arrival Reports
[immersion mode]It's a law of the 'lanes, ain't it? Any occupant of an escape pod must be released at the very first opportunity, be it a station, or a rock hermit, or wherever... it's probably in GalCop's charter, somewhere![/immersion mode]Eric Walch wrote:... escape pods are still processed because it is technically very difficult to postpone this till a next docking.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- PhantorGorth
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Re: Arrival Reports
Just to add another one to the list: there is my GalCop Rewards OXP for information about lotteries that were played since you last docked at a participating station.Wildeblood wrote:I've never seen an OXP script that actually usesplayer.addMessageToArrivalReport
. Does anyone have an example?
Chat and relax with other commanders in the [url=irc://irc.oftc.net/oolite]DS's Seedy Space Bar[/url]. The Coolest Bar in the Eight.
Phantor's OXPs: GalCop Rewards and Safe Docking
Phantor's OXPs: GalCop Rewards and Safe Docking
- Tricky
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Re: Arrival Reports
Suprised cim didn't pipe up about Rescue Stations OXPWildeblood wrote:I've never seen an OXP script that actually usesplayer.addMessageToArrivalReport
. Does anyone have an example?
Did a quick grep through my addons and found some more.
Green Gecko
Coyote's Run
Galactic Navy OXP
Cabal Common Library