Of course. Especially as the main structure of the script I nicked myself from Kaks' Kestrel & Falcon OXPGunney_Plym wrote:Now for the cheeky bit...
Can I nick your some of your scripting for my ship ?

Moderators: winston, another_commander
Of course. Especially as the main structure of the script I nicked myself from Kaks' Kestrel & Falcon OXPGunney_Plym wrote:Now for the cheeky bit...
Can I nick your some of your scripting for my ship ?
What does it mean?Running OXP verifier for /Applications/Spiele/Oolite 1.71.2/AddOns/Aquatics 1.01.oxp
Scanning files
Checking requires.plist
Checking shipdata.plist
Ship "Box-Escort":
WARNING: unknown key "port_weapon_type".
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: unknown key "starboard_weapon_type".
ERROR: case mismatch: request for file "Models/Box.dat" referenced in entry "Box-Escort" of shipdata.plist resolved to "Models/box.dat".
Ship "Conger":
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
ERROR: verification of ship "Conger" failed at "has_fuel_injection": Expected fuzzy boolean, found string.
Ship "GC-MantaRay":
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
ERROR: verification of ship "GC-MantaRay" failed at "has_fuel_injection": Expected fuzzy boolean, found string.
Ship "Hawksbill":
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
ERROR: verification of ship "Hawksbill" failed at "has_fuel_injection": Expected fuzzy boolean, found string.
Ship "ManOWar":
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
ERROR: verification of ship "ManOWar" failed at "has_fuel_injection": Expected fuzzy boolean, found string.
Ship "MantaRay":
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
Ship "Mil-MantaRay":
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
ERROR: verification of ship "Mil-MantaRay" failed at "has_fuel_injection": Expected fuzzy boolean, found string.
Ship "Shark":
WARNING: key "view_position_aft" does not apply to this category of ship.
WARNING: key "view_position_starboard" does not apply to this category of ship.
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: key "view_position_forward" does not apply to this category of ship.
WARNING: key "view_position_port" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
Ship "Shark-Escort":
WARNING: key "view_position_aft" does not apply to this category of ship.
WARNING: key "view_position_starboard" does not apply to this category of ship.
WARNING: key "max_missiles" does not apply to this category of ship.
WARNING: key "view_position_forward" does not apply to this category of ship.
WARNING: key "view_position_port" does not apply to this category of ship.
WARNING: unknown key "rear_weapon_type".
Testing models
TODO: implement model verifier.
Checking demoships.plist
Checking for unused files
TODO: implement unused files check.
OXP verification complete.
<string>no</string> is supposed to work (mostly because there’s no explicit boolean syntax in OpenStep format plists), but it doesn’t work for fuzzy booleans. I believe this is already fixed for 1.72.Commander McLane wrote:[*]As far as has_fuel_injection (and all the other has_foos) are concerned, the engine expects a boolean (which may be fuzzy). The syntax for that is not <string>no</string>, but <false/>. Alternatively it could be <real>0</real> (or, and that's the fuzzy thing about it, any real number between 0 and 1). I have no idea, though, why the verifying process only complains about has_fuel_injection, and not about the other keys that have the same "no" or "yes" in strings. Ahruman?
*sniff* I’m so proud. :-)One issue, however, meets the eye: Unique naming (or the lack of it). It is sensible to give unique names to your creatures.
Hm, that still doesn't explain it for me. Aren't all the has_foo-keys fuzzy booleans?Ahruman wrote:<string>no</string> is supposed to work (mostly because there’s no explicit boolean syntax in OpenStep format plists), but it doesn’t work for fuzzy booleans. I believe this is already fixed for 1.72.Commander McLane wrote:[*]As far as has_fuel_injection (and all the other has_foos) are concerned, the engine expects a boolean (which may be fuzzy). The syntax for that is not <string>no</string>, but <false/>. Alternatively it could be <real>0</real> (or, and that's the fuzzy thing about it, any real number between 0 and 1). I have no idea, though, why the verifying process only complains about has_fuel_injection, and not about the other keys that have the same "no" or "yes" in strings. Ahruman?
Ahruman wrote:*sniff* I’m so proud.One issue, however, meets the eye: Unique naming (or the lack of it). It is sensible to give unique names to your creatures.
Well… no. has_escape_pod is a positive integer.Commander McLane wrote:Hm, that still doesn't explain it for me. Aren't all the has_foo-keys fuzzy booleans?Ahruman wrote:<string>no</string> is supposed to work (mostly because there’s no explicit boolean syntax in OpenStep format plists), but it doesn’t work for fuzzy booleans. I believe this is already fixed for 1.72.Commander McLane wrote:[*]As far as has_fuel_injection (and all the other has_foos) are concerned, the engine expects a boolean (which may be fuzzy). The syntax for that is not <string>no</string>, but <false/>. Alternatively it could be <real>0</real> (or, and that's the fuzzy thing about it, any real number between 0 and 1). I have no idea, though, why the verifying process only complains about has_fuel_injection, and not about the other keys that have the same "no" or "yes" in strings. Ahruman?
It does now. A more common verbification would be “uniquing”.Commander McLane wrote:uniquifying (does that exist?)
my wife did that yesterday.. right down into the keyboard., my cup of coffe standing on a shelf above, her throwing some pillows ontop of a closet.. did´nt quite have the target skills i presume...Rxke wrote:Ahruman wrote:*sniff* I’m so proud.Almost spilled my coffee over that!
Which means that you haven't included the roles-key to the box_ring. Therefore Oolite 1.72 refuses to create the subentity altogether.[shipData.load.error]: ***** ERROR: the shipdata.plist entry "box_ring" specifies no roles, ignoring.
[ship.sanityCheck.failed]: Ship <ShipEntity 0x1eb1a00>{"Box Escort" ID: 0 position: (0, 0, 0) scanClass: CLASS_NOT_SET status: STATUS_IN_FLIGHT} generated with missing subentity box_ring!
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "manowar_inner" specifies no roles, ignoring.
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "manowar_outer" specifies no roles, ignoring.