Planetfall OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Thargoid
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Post by Thargoid »

Hmm, missed that. They're nice ideas, but rather planet-specific (and would work as orbitting entities quite well).

Just found a problem (for how I wanted to use it) with commodities.plist, namely that it only works against entities primary roles rather than any of them. So I may have to rethink things a little, as I've been using the roles weighting to give the random factor and spawning "planetFall_mainSurface" common to all possible entities (the entities have roles "planetFall_mainSurface planetFall_mainSurface_<specific for that entity>" plus a couple of others. But of course I was considering different commodities.plist entries for different of those entities.

I wanted the system populator to do the picking based on the weights, but to use commodities.plist I may need to do it in-script. Not a happy alien, but at least it explains why it didn't look like it was working before... :evil:
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Post by Commander McLane »

Thargoid wrote:
Hmm, missed that. They're nice ideas, but rather planet-specific (and would work as orbitting entities quite well).

Just found a problem (for how I wanted to use it) with commodities.plist, namely that it only works against entities primary roles rather than any of them. So I may have to rethink things a little, as I've been using the roles weighting to give the random factor and spawning "planetFall_mainSurface" common to all possible entities (the entities have roles "planetFall_mainSurface planetFall_mainSurface_<specific for that entity>" plus a couple of others. But of course I was considering different commodities.plist entries for different of those entities.

I wanted the system populator to do the picking based on the weights, but to use commodities.plist I may need to do it in-script. Not a happy alien, but at least it explains why it didn't look like it was working before... :evil:
Seems like the way to go, then. At least for the time being.
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Post by Thargoid »

LittleBear wrote:
If you set the variable "mission_random_hits_docked" to TRUE when the player landed at a bar then the BB code for Random Hits Bars would be run. You'd need to reset to null / undefined when you launched the player though. Obviously, it would only do anything if RH was installed, but it wouldn't do any harm if the player didn't have it installed. :wink:
Sadly it doesn't seem to work that simply. I think there may be something else I need to do, or something in your coding which is making a condition that isn't set.

I've PM'd you with details, but I think there's something else that may need to be done.
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Post by LittleBear »

As per PM, it'll be easier for Random Hits to just add the name of your object to its checklist. So I can get RH to treat the surface bar as part of the seedy space bar chain. That way PlanetFall doesn't need to do anything and neither OXP is dependant on the other.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Post by Thargoid »

LittleBear wrote:
As per PM, it'll be easier for Random Hits to just add the name of your object to its checklist. So I can get RH to treat the surface bar as part of the seedy space bar chain. That way PlanetFall doesn't need to do anything and neither OXP is dependant on the other.
Yup, good news is that worked a treat. Added the name to my installation of RH, and the planet/moon-side seedy bars are now officially franchises of the seedy space bars :D

Also I've re-arranged the coding to now spawn the places by their unique roles too. So all I need to do is sort out the commodities.plists and we're there for this next version. Seems to work fine with a Cobbie MkIII so far though.
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Post by pagroove »

Wow looks like a lot of work done here. Sorry Thargoid that I didn't found the time to look at the test version. I assume that your newer versions make the 'test version' obsolete?

Places of interest:

Hospital (planetary medical center)
Mountain temple (for a sabbatical leave)
Jungle research center
Zero-G stadium
Gambling and entertainment center
Cloud cities
etc..
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Post by Thargoid »

Yes it does, although the test version has some of the current elements in it.

Some of your ideas are already in (in a slightly different format in some cases, or in a different place). I've written the OXP to be expandable by other packs (think YAH style, although it will have a lot of built-in places). I was pondering this for the casino/gambling idea, to perhaps link in with Hoopy Casino. I don't have that at the moment, and as the wiki's down I can't get it to look into it and how it works.

I also want to limit it to actual surface places, so not a cloud city. That's perfectly do-able, but would be better as an orbitting/dockable entity rather than a planet surface one.
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Post by pagroove »

Great work!

Already find planet fall a must have OXP. :D
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Re: commodities

Post by Thargoid »

Eric Walch wrote:
Its explained in the wiki in one of the old documents. When you put that formula in a spreadsheet you see how the price and availability range changes with input values.
Anyone know how to do this in Excel (specifically the bitwise masking) without having to resort to a VBA script or something equally obtuse? Or have such a spreadsheet I could nab a copy of?
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Post by Thargoid »

OK, because I'm not sure how much time I'm going to have to look at this over the next few days, and I know exactly how much time I'm going to have over the Christmas break (exactly none), I wanted to put out a beta-test version of the next release for people to try and give feedback on.

Specific improvements and areas for comment:
  • Landing is now possible on the main planet, plus any other planets and moons in the system (as added by for example System Redux).
  • Various places of interest are now (randomly) offered when you land, so landing twice on the same planet may not always result in the same experience.
  • Each place has a slightly different set of characteristics, and some are not wise to hang around if you've a price on your head ;)
  • Before you land you must now wait for landing clearance to be granted.
  • Landing doesn't work with every ship. Large ships (ones which can't normally dock) and oddly shaped ones will experience problems (if you find a ship type that fails, please post it here. I already know Python Class Cruisers have issues).
  • Planetary seedy bars can offer Random Hits missions if the newest version of RH is also installed on your Oolite set-up.
  • Some stubs are available within the OXP for other OXP'ers to make add-on locations, and also for convenience for mission-writers who may want to use planetary locations.
  • Please see the readme file for details.
It's still an ongoing project and I've some other plans of things to add or link into (e.g. Hoopy Casino's) when I have the time, but that won't be this year.

Anyway, the new beta test version 1.09 can be downloaded from the link below:

- = Planetfall 1.09 beta test version = -
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Last edited by Thargoid on Sun Feb 08, 2009 3:00 pm, edited 1 time in total.
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Post by FSOneblin »

are you planing to fix the ppc landing any time soon?

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Post by Thargoid »

It's probably the first thing I'll tackle when I get time next year (unless anything more serious comes up during general beta-testing). Will probably mean putting together a new temporary station rather than the current cheat of using the rock hermit model.

But I'm not sure if it will work or not, as the size is limited by the proximity to the planet. So it may just end up that certain ships can't land reliably (there may be a risk of a space-bar moment). But as a rule of thumb if the first version worked for you then this one should too, as the mechanism underneath is unchanged.

Just to clarify though it is possible to land with a PCC (I just did it twice in a row, but on the third time crashed), it's just not as "reliable" as for other ships (there is a chance that it will fail and you'll go merrily splat into the planet). I'm still testing this point (this is the main reason why this is only a beta-release).

There's also a small mistake in the readme. The compatible version of Random Hits is 2.7.4. (the most recent released version by LittleBear).
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Post by Frame »

I´d like you to include a feature check of property...

namely

Code: Select all

planet.gasgiant
Ofcourse you cannot set down on gasgaints, and there will be some in the Solar System OXP

If you are unsure of how todo this, look into the bounty scanner that checks if the ship has an old bounty....
Bounty Scanner
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Post by pagroove »

New idea

What if you can buy a 'landing gear addaption' from within the shipyard at the cost of cargo room. I that case engineers make some gears, add shielding and brakes. Available at level 10 higher?

Downside. More equipment
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Post by Thargoid »

Frame wrote:
I´d like you to include a feature check of property...

namely

Code: Select all

planet.gasgiant
Ofcourse you cannot set down on gasgaints, and there will be some in the Solar System OXP

If you are unsure of how todo this, look into the bounty scanner that checks if the ship has an old bounty....
Wouldn't isGasGiant be a better name for it? I presume you're referring to the hasOwnProperty command within BountyScanner as the method of adding it in.

I'm more than happy to add it in though. How far advanced are you with Solar System.OXP? I'm not going to be doing anything with PlanetFall until at least New Year, so we can perhaps look at it then.
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