jh145 wrote:
OK, so if I want my OXP to have the last word (for testing ...) on which ships are registered to which names, what do I have to do? Be last alphabetically and define my overrides in shipdata-overrides.plist?
It might be better to give your new ship? a unique role (eg 'jhTestViper' or somesuch) and spawn them by role, then you will just spawn the ship you want when you want it.
The debug console is ultimately the way to go, but a simple worldscript (named as 'script.js' and placed in AddOns) will do. I use this quite often
Code: Select all
// Standard attributes
this.name = "general_test_script";
this.author = "Smivs";
this.copyright = "This script is hereby placed in the public domain.";
this.version = "1.0";
this.description = "Script to add entities."
// Configuration
this.role1 = "classicFerdelance";
this.count1 = 5;
this.role2 = "";
this.count2 = 2;
this.role3 = "";
this.count3 = 1;
this.role4 = "";
this.count4 = 1;
this.shipWillLaunchFromStation = function()
// this.shipWillExitWitchspace = function()
{
system.addShips(this.role1, this.count1, player.ship.position, 10000)
system.addShips(this.role2, this.count2, player.ship.position, 10000)
system.addShips(this.role3, this.count3, player.ship.position, 10000)
system.addShips(this.role4, this.count4, player.ship.position, 10000)
log("testscript.spawn", "Generated " + this.count1 + " " + this.role1 + " for testing purposes.");
};
The example above is the one I am currently using to fine-tune the texture on the FerDeLance for the Classic Ships WIP. This has
in shipdata, so is completely unique. I have the AI set to dumbAI.plist, so the result is five of them gently tumbling when I launch and this makes visual inspection very easy.
This script allows you to spawn up to four different ships at the same time. The commented-out section gives you the option to spawn after a witchjump rather than by the station - useful if you don't want any other ships around.