Trunk: Problem with one type of escape capsules

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

Post Reply
Screet
---- E L I T E ----
---- E L I T E ----
Posts: 1883
Joined: Wed Dec 10, 2008 3:02 am
Location: Bremen, Germany

Trunk: Problem with one type of escape capsules

Post by Screet »

Hi,

I do have a problem with the neolite escape pods (the round ones): They always deliver slaves. Simon appears to be unable to reproduce this behaviour. Looking at the code and comparing it with other escape pods, I could not find a hint either. Any ideas or other people with the same problem?

Code: Select all

	"escape-capsule" =
	{
		aft_eject_position = "0.0 0.0 -2.0";
		ai_type = "homeAI.plist";
		cargo_type = "CARGO_SLAVES";
		energy_recharge_rate = 2;
		exhaust =
		(
			"0.0 -2.16 -2.97 0.5 0.5 0.5",
			"1.95 1.22 -2.97 0.5 0.5 0.5",
			"-1.95 1.22 -2.97 0.5 0.5 0.5"
		);
		forward_weapon_type = "WEAPON_NONE";
		max_energy = 25;
		max_flight_pitch = 0.5;
		max_flight_roll = 0.5;
		max_flight_speed = 50;
		missile_launch_position = "0.0 0.0 4.5";
		missiles = 0;
		model = "ecap.dat";
		name = "Escape capsule";
		roles = "escape-capsule oolite-escape-capsule";
		scanClass = "CLASS_CARGO";
		shaders =
		{
			"epod-neolite-default.png" =
			{
				"vertex_shader" = "neolite-std.vs";
				"fragment_shader" = "neolite-std.fs";
				textures =
				(
					"epod-neolite-default.png",
					"epod-neolite-effectsmap.png",
					"epod-neolite-normalmap.png"
				);
				uniforms =
				{
					uColourMap = { type = texture; value = 0; };
					uFXMap = { type = texture; value = 1; };
					uNormalMap = { type = texture; value = 2; };
					SpecularRGB = { type = vector; value = "1.0 0.7 0.5 1.0";};
					uTime = "universalTime";
					uEngineLevel = "speedFactor";
					uHullHeatLevel= "hullHeatLevel";
				};
			};
		}; 

		thrust = 250;
		unpiloted = yes;
		weapon_energy = 4500;
		subentities =
		(
			"*FLASHER* 0.0 4.42 -1.54\t0.0 2 0.0 2.0",
			"*FLASHER* 3.83 -2.21 -1.54\t0.0 2 0.0 2.0",
			"*FLASHER* -3.83 -2.21 -1.54\t0.0 2 0.0 2.0"
		);
		thrust = 5;
		weapon_position_aft = "0.0 0.0 -1.67";
		weapon_position_forward = "0.0 0.0 4.18";
		weapon_position_port = "-1.31 0.76 0.34";
		weapon_position_starboard = "1.31 0.76 0.34";
	};

Screet
User avatar
Nemoricus
---- E L I T E ----
---- E L I T E ----
Posts: 388
Joined: Mon May 18, 2009 8:51 pm

Post by Nemoricus »

All escape pods give a ton of slaves when they're scooped. However, are you saying that they give no reward for rescuing the pilot when you dock?
Dream as if you'll live forever
Live as if you'll die tomorrow
Screet
---- E L I T E ----
---- E L I T E ----
Posts: 1883
Joined: Wed Dec 10, 2008 3:02 am
Location: Bremen, Germany

Post by Screet »

Nemoricus wrote:
All escape pods give a ton of slaves when they're scooped. However, are you saying that they give no reward for rescuing the pilot when you dock?
There's no reward, no message about pilots being rescued or captured and while that pod was available for lovecats, it broke the mission.

Screet
User avatar
Frame
---- E L I T E ----
---- E L I T E ----
Posts: 1477
Joined: Fri Mar 30, 2007 8:32 am
Location: Witchspace

Re: Trunk: Problem with one type of escape capsules

Post by Frame »

try

Code: Select all

unpiloted = no;
instead of

Code: Select all

unpiloted = yes;
Bounty Scanner
Number 935
Post Reply