[RELEASE] Medical Anaconda 1.0

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Ranthe
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[RELEASE] Medical Anaconda 1.0

Post by Ranthe »

Greetings!

This OXP adds NPC "Medical Anaconda" Hospital Ships and their Moray Medical escorts to the game.

The Medical Anaconda vessels is an Anaconda-class (Smivs variant) heavy bulk transport converted for use as a hospital ship. They are operated by the GalCop Medical Corps as mobile treatment facilities to provide medical relief in planetary-wide natural disasters or war zones. The standard Anaconda cargo bays have been refitted as surgical operating rooms and hospital ward facilities, and the missile launchers have been removed to comply with GalCop interstellar conventions and to provide the required space for a medical laboratory. All Medical Anacondas are fitted with planetary landing capability and a single forward pulse laser for asteroid protection.

Because of GalCop interstellar conventions prohibiting hospital ships from carrying heavy weaponry, Medical Anacondas are completely dependent upon escorts of up to six Moray Medical Boats for protection.

Many thanks to Smivs for his assistance and for letting me use his model.

Sample screenshots:
View from forward
View from aft

What I'd really like is to get the Random Ship Names to pick out "medical"-type names for these vessels, but I haven't managed to work out how to do this. Any ideas?If you have it installed, Random Ship Names OXP will generate "medical"-type names for these vessels.

Download here (v1.0)

Installation: Unzip and move the "Medical Anaconda 1.0.oxp" folder into your AddOns folder.

EDIT: Wiki page added - Medical Anaconda
Last edited by Ranthe on Mon Jun 02, 2014 8:40 am, edited 3 times in total.
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Re: [WIP] Medical Anaconda 0.1

Post by laxori666 »

Looks nice! Maybe you can do something like this: disable random naming (instructions here), then do

Code: Select all

ship.displayName += ": " + worldScripts.randomshipnames.$typeStandalonePhrase("medical");
to generate a medical-sounding name.
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Re: [WIP] Medical Anaconda 0.1

Post by Ranthe »

laxori666 wrote:
Looks nice! Maybe you can do something like this: disable random naming (instructions here), then do

Code: Select all

ship.displayName += ": " + worldScripts.randomshipnames.$typeStandalonePhrase("medical");
to generate a medical-sounding name.
Does the above "ship.displayName" code go into shipdata.plist, or somewhere else?
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Re: [WIP] Medical Anaconda 0.1

Post by spara »

Ranthe wrote:
laxori666 wrote:
Looks nice! Maybe you can do something like this: disable random naming (instructions here), then do

Code: Select all

ship.displayName += ": " + worldScripts.randomshipnames.$typeStandalonePhrase("medical");
to generate a medical-sounding name.
Does the above "ship.displayName" code go into shipdata.plist, or somewhere else?
It's js code and you'll need a ship script with shipSpawned event for it. For example in RandomHits check random_hits_big_boss_fighter_adder's script definition from shipdata.plist and the actual scip script oolite-random-hits-bigboss-fighter.js from Scripts folder.
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Re: [WIP] Medical Anaconda 0.1

Post by Svengali »

But be aware that functionality may change anytime and without notification if you are calling undocumented functions in other OXPs .-)
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Re: [WIP] Medical Anaconda 0.1

Post by cim »

Ranthe wrote:
What I'd really like is to get the Random Ship Names to pick out "medical"-type names for these vessels, but I haven't managed to work out how to do this. Any ideas?
If the ship name contains "medical" or "hospital" (not case-sensitive), and the ship "name role" is "trader" it will get a medical name. So, this should be sufficient:

Code: Select all

"script_info" =         {
    "randomshipnames" = "trader";
};
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Re: [WIP] Medical Anaconda 0.1

Post by Svengali »

cim wrote:
If the ship name contains "medical" or "hospital" (not case-sensitive), and the ship "name role" is "trader" it will get a medical name. So, this should be sufficient:
Yep, either this or simply talk with Commander McLane. A pm or a post in the Randomshipnames topic is not much work .-)
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Re: [WIP] Medical Anaconda 0.1

Post by JazHaz »

Nice! Now I wish there was a Griff version!
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Re: [WIP] Medical Anaconda 0.1

Post by Smivs »

...and a Neolite version, and a 'core' version, and..... :twisted:
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Re: [WIP] Medical Anaconda 0.1

Post by Cody »

<chortles> Cool idea, Ranthe - have a cookie!
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Re: [WIP] Medical Anaconda 0.1

Post by Commander McLane »

Ranthe wrote:
What I'd really like is to get the Random Ship Names to pick out "medical"-type names for these vessels, but I haven't managed to work out how to do this. Any ideas?
Hi Ranthe, you don't actually need to do anything, randomshipnames.oxp does it all for you already. :wink:

Because your ship has "trader" as its role and the word "Medical" in its name, randomshipnames automatically recognizes it as a medical ship. Thus, it qualifies for medical-type names. However, not every medical ship will get a medical name. It's just one possibility among others (the odds are about 10%). One reason is that there a potentially many medical ships, and not so many purely medical names. Thus, if every medical ship would have a medical name, the names would have to repeat pretty quickly. (For the same reason not every bulk hauler gets a bulk hauler name.)

So long story short: you don't have to do or modify anything. :D
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Re: [RELEASE] Medical Anaconda 1.0

Post by Ranthe »

v1.0: Release version with licensing (updated link in first post).
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Re: [RELEASE] Medical Anaconda 1.0

Post by Agis Silverfish »

That's really cool. I like Anacondas a lot. I must admit that I expected the Anaconda to be white. :wink:
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Re: [RELEASE] Medical Anaconda 1.0

Post by Eric Walch »

One thing you could add to shipdata is the line:

Code: Select all

"cargo_carried" = Narcotics;
It won't change anything though. By default will any ship with "medical' in it's shipname, release narcotics when shot down. By declaring the content explicit, you are not depending on the 'medical' string in its name. (In my opinion we should have done this also with the Oolite's MorayMed)
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Re: [RELEASE] Medical Anaconda 1.0

Post by Ranthe »

Eric Walch wrote:
One thing you could add to shipdata is the line:

Code: Select all

"cargo_carried" = Narcotics;
It won't change anything though. By default will any ship with "medical' in it's shipname, release narcotics when shot down. By declaring the content explicit, you are not depending on the 'medical' string in its name. (In my opinion we should have done this also with the Oolite's MorayMed)
I had to run that idea through my head a few times to work out why a hospital ship would be carrying Narcotics... then the penny dropped that her pharmaceuticals would be classed as narcotics in the wrong hands.

Interesting concept!
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