Scripters cove
Moderators: winston, another_commander
Re: Scripters cove
Thanks again for the help... this "log" whatjimacallit might come in useful
My trouble is, I'm used to the sort of game that has a million levels of security and copyright. I don't suppose I'll sleep much in the next few days/months/years/ever with all these new possibilities
My trouble is, I'm used to the sort of game that has a million levels of security and copyright. I don't suppose I'll sleep much in the next few days/months/years/ever with all these new possibilities
- Smivs
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Re: Scripters cove
Ha, no. You have come over to the Dark Side and been seduced by OXPs. Your life will never be the same again - you are doomed I fear.HAL wrote:My trouble is, I'm used to the sort of game that has a million levels of security and copyright. I don't suppose I'll sleep much in the next few days/months/years/ever with all these new possibilities
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Scripters cove
That may be true, but I hear the cookies are goodSmivs wrote:Ha, no. You have come over to the Dark Side and been seduced by OXPs. Your life will never be the same again - you are doomed I fear.HAL wrote:My trouble is, I'm used to the sort of game that has a million levels of security and copyright. I don't suppose I'll sleep much in the next few days/months/years/ever with all these new possibilities
- Smivs
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Re: Scripters cove
The Cookies are Wonderful
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Scripters cove
Okay, I'm back
I decided to make something I can distribute without any risk of infringing copyright, so I copied the shipdata, demoships and shipyard plists from the main game. I deleted all but the adder and adder_player, and renamed them to gilgalad21213 and gilgalad21213-player and made a few tweaks. I also copied the interceptAI.plist, and changed a couple of responses to attack instead of flee, renamed that and tried it out. Even after finally remembering to add a requires plist (which I copied from another OXP just in case) I kept getting this in the log:
demoships.plist looks like this:
and shipyard.plist looks like this:
I have no idea what it wants, since the plists are basically the same as the core game ones. Any ideas?
I decided to make something I can distribute without any risk of infringing copyright, so I copied the shipdata, demoships and shipyard plists from the main game. I deleted all but the adder and adder_player, and renamed them to gilgalad21213 and gilgalad21213-player and made a few tweaks. I also copied the interceptAI.plist, and changed a couple of responses to attack instead of flee, renamed that and tried it out. Even after finally remembering to add a requires plist (which I copied from another OXP just in case) I kept getting this in the log:
Code: Select all
15:05:35.795 [plist.parse.failed]: Failed to parse /Users/.../Documents/Oolite 1.77/AddOns/gilgalad_0_0_1.oxp/Config/shipyard.plist as a property list.
Unexpected character " at line 2
15:05:35.941 [plist.parse.failed]: Failed to parse /Users/.../Documents/Oolite 1.77/AddOns/gilgalad_0_0_1.oxp/Config/demoships.plist as a property list.
Unexpected character ( at line 1
Code: Select all
(
"gilgalad21213"
"gilgalad21213-player"
)
Code: Select all
"gilgalad21213-player" =
{
chance = 1;
"optional_equipment" =
(
"EQ_ECM",
"EQ_FUEL_SCOOPS",
"EQ_ESCAPE_POD",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_DOCK_COMP",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_MINING_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_FUEL_INJECTION",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET",
"EQ_GAL_DRIVE",
"EQ_SHIELD_BOOSTER"
"EQ_NAVAL_SHIELD_BOOSTER"
);
price = 650;
"standard_equipment" =
{
extras =
(
"EQ_HEAT_SHIELD"
);
"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
missiles = 1;
};
techlevel = 1;
"weapon_facings" = 1;
};
Last edited by HAL on Thu Feb 21, 2013 3:30 pm, edited 1 time in total.
Re: Scripters cove
You need a comma after the first entry in it, to separate the entries (though, unless the NPC and player versions are very visually distinct, you probably only need to put one of them into the demoships list anyway)HAL wrote:demoships.plist looks like this:
You deleted a little too much: the original list has aHAL wrote:and shipyard.plist looks like this:
{
at the start and a }
at the end enclosing all the entries within the list. If you put those back it should work.Re: Scripters cove
Thanks,
now demoships is fine, but it says there's an unexpected { at line 1
now demoships is fine, but it says there's an unexpected { at line 1
Re: Scripters cove
Not sure - can you post the current shipyard.plist?
While it's not what's giving that error, you've got another comma missing here:
While it's not what's giving that error, you've got another comma missing here:
Code: Select all
"EQ_SHIELD_BOOSTER"
"EQ_NAVAL_SHIELD_BOOSTER"
Re: Scripters cove
Here it is (with the added comma)
I tried it without the semicolon at the end as well, with the same result.
Code: Select all
{
"gilgalad21213-player" =
{
chance = 1;
"optional_equipment" =
(
"EQ_ECM",
"EQ_FUEL_SCOOPS",
"EQ_ESCAPE_POD",
"EQ_ENERGY_BOMB",
"EQ_ENERGY_UNIT",
"EQ_NAVAL_ENERGY_UNIT",
"EQ_DOCK_COMP",
"EQ_WEAPON_PULSE_LASER",
"EQ_WEAPON_BEAM_LASER",
"EQ_WEAPON_MINING_LASER",
"EQ_WEAPON_MILITARY_LASER",
"EQ_FUEL_INJECTION",
"EQ_SCANNER_SHOW_MISSILE_TARGET",
"EQ_MULTI_TARGET",
"EQ_GAL_DRIVE",
"EQ_SHIELD_BOOSTER",
"EQ_NAVAL_SHIELD_BOOSTER"
);
price = 650;
"standard_equipment" =
{
extras =
(
"EQ_HEAT_SHIELD"
);
"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
missiles = 1;
};
techlevel = 1;
"weapon_facings" = 1;
};
};
- Eric Walch
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Re: Scripters cove
HAL: you are on a mac. For editing plists, it is probably easier to use PlistEditPro. It won't allow to make syntax error. (But there is still room to make other errors )
When you are on OSX10.6 or older, you can also install the develloper package from the installation disk. That also contains a plist editor. Starting with Lion this is no longer on the installer disks.
When you are on OSX10.6 or older, you can also install the develloper package from the installation disk. That also contains a plist editor. Starting with Lion this is no longer on the installer disks.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Scripters cove
Thanks Eric, I've installed that now, which has helped. It seems to have a problem with the = sign after "gilgalad21213-player". It says "unexpected character at offset 26", and when I remove it, "token 'start of object' not expected after object key".
- Smivs
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Re: Scripters cove
Shot in the dark, but I sometimes get a weird thing where the code looks fine but doesn't work. Strangely the solution is simply to delete the section causing the problem and writing it (or c&p-ing it) again.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Scripters cove
Nope, that didn't work. It was worth a try, though. Something similar happens to me, but with the cache flushing - I have to take an OXP out, start oolite, close it, then put the OXP back into the addons folder, just so that it sees any changes in my OXP. Does the same even with the "always flush cache" thing checked in the secret toolbar, AND while holding shift while restarting.
- Eric Walch
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Re: Scripters cove
The problem is the last semicolon. It is a root directory that does not end with a semicolon. It also didn't start with: xxx =
But it could be that windows systems do accept a semicolon there.
But it could be that windows systems do accept a semicolon there.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Scripters cove
I have deleted the last semicolon, which has got rid of one error message, but it still has a problem with the = sign.
Should it start with something else? It seems to be right, compared with another OXP's shipyard.plist, but PlistEditPro won't save it.It also didn't start with: xxx =