Multiple front lasers

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sabre
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Multiple front lasers

Post by sabre »

Am i right in thinking its possible to equip a ship with more than 1 front laser if so what the syntax needed for the shipdata.plist file? I've had a go but can't get it working
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Re: Multiple front lasers

Post by Captain Hesperus »

sabre wrote:
Am i right in thinking its possible to equip a ship with more than 1 front laser if so what the syntax needed for the shipdata.plist file? I've had a go but can't get it working
Unfortunately not. I believe that player ships can only have a single laser mounting on any one facing (buy a Wolf Mk. II and see). I think this was hard-coded in, so the only way to overrule it is to alter the source code.

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Post by JensAyton »

…but it is possible for NPC ships, by simply gluing a bunch of ships together (aka using subentities).
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Post by sabre »

Great I'll try that. As it happens the ship is made up of subs ents so should be easy
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Post by nijineko »

can that be made to work for pc's?
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Post by sabre »

Cool that sub ent thing works. When im done I 'll stick a copy of the ship on the web. It's kinda based on the Liberator from Blakes 7. Will have 4 front mounted lasers when it completed.
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Post by sabre »

I've put the Liberator under:

http://www.leebennett.force9.co.uk/oolite

With its 4 fronted mounted military lasers. It needs work be a good start....
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Post by TGHC »

sabre wrote:
When im done I 'll stick a copy of the ship on the web. It's kinda based on the Liberator from Blakes 7. Will have 4 front mounted lasers when it completed.
You bloody sadist :wink:, I want one, let me at them thar thargoids.
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Post by Disembodied »

Ahruman wrote:
…but it is possible for NPC ships, by simply gluing a bunch of ships together (aka using subentities).
Aha! Would that be why I sometimes seem to blow wings off Iguanas and Cats?
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Post by nijineko »

hmmmm, now i'll have to try that one out. ^^
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Post by Selezen »

Man, that's nice work. Kudos for getting the poly cont nice and low and still making a pretty ship.

Texture needs a little work, but damn you kick ass. Love the glowy reactor power engine thingy.
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Post by sabre »

Your right the texture needs some work but to be honest they aren't really my thing.
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Post by JensAyton »

Some notes from the head nit-picker:
  • Please give your files and ships unique names. Names like “rear.png” are very bad, because the chance of someone else using that name are very high. A good name would be “sabre-liberator-rear.png”. The same goes for the DAT files, and the ship key in shipdata.plist – “sabre-liberator”, “sabre-liberator-port-sub” etc. would be better than “liberator”, “lib-port-sub” etc. If you call bits of your model “center.dat”, there will be an OXP conflict at some point.
  • The Liberator has both the pirate and trader roles, and the pirate AI. This means that a script using addScripts: n trader might summon a Liberator which will then behave as a pirate. The fix for this is to add <key>auto_ai</key><true /> to the shipdata.plist entry. This won’t have any effect before 1.69.1, but it won’t hurt, either. (I’m considering defaulting to true for this, rather than false.)
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Post by sabre »

Thanks for the advice I'll make those changes
Live the dream fly the Velocity from Performance Hulls

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Post by nijineko »

so let us know when we can download the new and improved model, please! =D
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