Ship spawning
Moderators: winston, another_commander
Ship spawning
I have noticed that when I force a mis jump, the Gen ship appears right where I appear and so we colide and either I am killed and have to press space bar or I survive but get pushed away by the explosion at high speed.
I have also noticed this sometimes when I enter a normal system near the witch space beacon and another large ship is spawned right next to me and again, we colide.
Is there a way to get the Gen ship (or some of the other larger ships) to be spawned further away from the witch space beacon thus preventing the colision?
I have also noticed this sometimes when I enter a normal system near the witch space beacon and another large ship is spawned right next to me and again, we colide.
Is there a way to get the Gen ship (or some of the other larger ships) to be spawned further away from the witch space beacon thus preventing the colision?
- Commander McLane
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Re: Ship spawning
Of course. You just have to change its coordinates in script.plist. If you replace all the commands that read (n being a number)elite wrote:Is there a way to get the Gen ship (or some of the other larger ships) to be spawned further away from the witch space beacon thus preventing the colision?
Code: Select all
addShips: generationship-[i]n[/i] 1
Code: Select all
addShipsAt: generationship-[i]n[/i] 1 wpm 0 0 -20000
Re: Ship spawning
Commander McLane wrote:Of course. You just have to change its coordinates in script.plist. If you replace all the commands that read (n being a number)elite wrote:Is there a way to get the Gen ship (or some of the other larger ships) to be spawned further away from the witch space beacon thus preventing the colision?with something likeCode: Select all
addShips: generationship-[i]n[/i] 1
the Generation Ships should be a little bit (but not too far) away, and heading in your direction.Code: Select all
addShipsAt: generationship-[i]n[/i] 1 wpm 0 0 -20000
Thanks.
That's just what I need. I'll change this for other big ships too.
- Commander McLane
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Oops, I only see now that it was no good idea to write the "n" in italics within a code-tag. Looks very confusing. So please forget about the -part in the command-line. It should look like this:
Code: Select all
addShipsAt: generationship-1 1 wpm 0 0 -20000
addShipsAt: generationship-2 1 wpm 0 0 -20000
addShipsAt: generationship-3 1 wpm 0 0 -20000
addShipsAt: generationship-4 1 wpm 0 0 -20000
ande so on...
LOL yeah I figured that bit out already.Commander McLane wrote:Oops, I only see now that it was no good idea to write the "n" in italics within a code-tag. Looks very confusing. So please forget about the -part in the command-line. It should look like this:Code: Select all
addShipsAt: generationship-1 1 wpm 0 0 -20000 addShipsAt: generationship-2 1 wpm 0 0 -20000 addShipsAt: generationship-3 1 wpm 0 0 -20000 addShipsAt: generationship-4 1 wpm 0 0 -20000 ande so on...
One thing I did notice is that sometimes I get two or more Gen ships spawn ???? and these collided with each other so I just put in different values for each ship.
addShipsAt: generationship-1 1 wpm 0 0 -20000
addShipsAt: generationship-2 1 wpm 0 0 20000
addShipsAt: generationship-3 1 wpm 0 40000 0
addShipsAt: generationship-4 1 wpm 10000 10000 30000
ect....
- Commander McLane
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- Eric Walch
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Always. Even when spawning at exactly the same coordinates the system makes sure the second ship is placed far enough away that their collision radii do not touch.Hoopy wrote:does the spawning action check that the ships aren't spawned on top of each other? I was just imagining some sort of Q-mine-esque destruction as they all blew up and REALLY killed the frame rate...
- Commander McLane
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This is only almost true, I think due to the sloppy collision detection (Ahrumans words, not mine). Remember: This thread was started exactly because elite's player-ship was spawned exactly on top of a gen ship (or vice versa). And I have encountered this also sometimes.Eric Walch wrote:Always. Even when spawning at exactly the same coordinates the system makes sure the second ship is placed far enough away that their collision radii do not touch.Hoopy wrote:does the spawning action check that the ships aren't spawned on top of each other? I was just imagining some sort of Q-mine-esque destruction as they all blew up and REALLY killed the frame rate...
The genships are simply sooo big that they unfortunately quite completely defeat Oolite's collision detection algorithm. That's by the way also the reason why they tend to crush everything that happens to be in their path. I am sure you have watched how they seem to destroy every Thargoid ship in their way. They have nothing in their AI that does this (in fact their AI is very defensive). It's simply that the engine thinks that any ship that is just close to a genship has already collided with it, and as the genship has a massive amount of energy, the other ship will blow up to pieces almost instantly. But the player who is watching from the distance how a genship closes in to some Thargoids in interstellar space, will get the impression that the Thargoids for some odd reason just have committed collective suicide.
And all of this is non-intentional (remember: according to GalCop's assessment the Thargoids have their fear glands surgically removed, so why should they choose suicide?), but just due to Oolite's sub-optimal collision handling.
- Eric Walch
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When it is not fear, it may be the view of something so big that they realise battle is no choice and just give up life. Because they have no brain they only think in terms of fighting and couldn't think of a ship with only defensive intentions.And all of this is non-intentional (remember: according to GalCop's assessment the Thargoids have their fear glands surgically removed, so why should they choose suicide?),