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Re: World scripts and shipdata
Posted: Mon Feb 09, 2015 8:54 pm
by jh145
cim wrote:Okay, slight modification needed, then: ...
I looked it up and decided to go with:
Code: Select all
this._myCallbackFunction = function() {
// ...
this._score += 1;
}.bind(this) // within the function, "this" is the worldscript
Dynamic ship customisation
Posted: Wed Feb 11, 2015 9:26 pm
by jh145
I'm spawning random ships, but would like to get them alone, without escorts. More generally, I'd like to pick a random ship type, edit the attributes I don't like (e.g. ensure escorts=0), then spawn. Is this possible? I definitely want to make these customisations at runtime, not hard-coded into a shipdata file.
Thanks.
Re: Dynamic ship customisation
Posted: Wed Feb 11, 2015 9:35 pm
by cim
jh145 wrote:More generally, I'd like to pick a random ship type, edit the attributes I don't like (e.g. ensure escorts=0), then spawn. Is this possible?
No. What you can often do is spawn the ship, and then edit the attributes on the next line before anything is done with it (more so in the current nightly builds where a lot more of the ship attributes are writable, than in 1.80), but you can't - in effect - define shipdata.plist entries at run-time.
To remove escorts, look at
ship.escortGroup
, and
ship.remove()
all the members of that which aren't the original ship.
Re: Dynamic ship customisation
Posted: Wed Feb 11, 2015 10:53 pm
by jh145
cim wrote:you can't - in effect - define shipdata.plist entries at run-time.
I can probably hack round it as you suggest but, still, I'm curious: does the code
need to forbid runtime customisation before spawning, or is that just the way it happens to work today?
Re: Scripters cove
Posted: Thu Feb 12, 2015 8:03 am
by cim
jh145 wrote:I can probably hack round it as you suggest but, still, I'm curious: does the code need to forbid runtime customisation before spawning, or is that just the way it happens to work today?
It would require a fair bit of reorganisation to make it possible, and both of the obvious ways it could be done would probably cause problems for other OXPs. Which properties are you wanting to edit?
Re: Dynamic ship customisation
Posted: Thu Feb 12, 2015 11:05 am
by jh145
cim wrote:It would require a fair bit of reorganisation to make it possible, and both of the obvious ways it could be done would probably cause problems for other OXPs. Which properties are you wanting to edit?
I've no burning desire to change any one particular thing; I just felt uncomfortable that the current design is open to race conditions whereby escorts spawn, or an AI activates, or whatever, before I've had a chance to get in there and "correct" my newly-spawned ship. Before being pointed at the docs, I suppose I'd assumed I'd be able to do something like
Code: Select all
myship = new Ship("[asp]");
myship.setScript("myai.js");
myship.setScript("myscript.js");
myship.someparam = 4.669201609;
System.addShips(myship,1);
But, like I said, this is just mild newbie discomfort. I'll get used to it
Re: Scripters cove
Posted: Wed Feb 18, 2015 6:44 pm
by Smivs
Is there a way to stop a rotating sub-entity from rotating via script?
Re: Scripters cove
Posted: Wed Feb 18, 2015 7:41 pm
by cim
Smivs wrote:Is there a way to stop a rotating sub-entity from rotating via script?
Not a nice one - using a frame callback to reset its orientation is probably about all that you can do, and that's not perfect. I'll add it to the list for 1.82.
Re: Scripters cove
Posted: Wed Feb 18, 2015 11:20 pm
by Smivs
Ah, OK. No worries. Good to know it's on the to-do list - thanks.
Re: Scripters cove
Posted: Sun Feb 22, 2015 9:16 pm
by spara
I want to limit docking and to achieve that have
in shipdata.plist and a ship script attached to a station with this:
Code: Select all
this.stationReceivedDockingRequest = function(whom) {
if (whom === player.ship) {
this.ship.subEntities[2].allowsDocking = false;
this.ship.subEntities[2].disallowedDockingCollides = true;
}
}
All is working docking wise ok, but the station sends a standard message saying for example "Due to an emergency your docking clearance has been revoked. Please clear the station approach immediately". Is there some simple way to suppress that message in this particular case to communicate with something more suitable.
Re: Scripters cove
Posted: Mon Feb 23, 2015 6:01 pm
by cim
Probably the better approach in this case is a script on the dock subentity (or subentities) using
acceptDockingRequestFrom
.
Code: Select all
this.acceptDockingRequestFrom = function(ship)
{
return !ship.isPlayer;
}
That way the player being disallowed to dock won't kick everyone else out of the queue too. It should also give a better message.
Re: Scripters cove
Posted: Mon Feb 23, 2015 6:35 pm
by spara
cim wrote:Probably the better approach in this case is a script on the dock subentity (or subentities) using
acceptDockingRequestFrom
.
Code: Select all
this.acceptDockingRequestFrom = function(ship)
{
return !ship.isPlayer;
}
That way the player being disallowed to dock won't kick everyone else out of the queue too. It should also give a better message.
Thanks. Better messages indeed. However, if I request docking while there is a queue, I get a note that I'm in a queue and after the queue resolves nothing seems to happen. I added logging to the acceptDockingRequestFrom of the dock and it appears that the game is in a loop and keeps on hammering the function 20 times in a second. After canceling the request and requesting again the game correctly denies docking.
Re: Scripters cove
Posted: Fri Feb 27, 2015 5:55 pm
by cim
You'll probably run across a few bugs like that as you start using those functions, but that one will be fixed in tonight's build. It wasn't handling the case where no docks are eligible for docking properly.
Re: Scripters cove
Posted: Sun Mar 01, 2015 12:06 am
by Diziet Sma
Trying to implement this:
Disembodied wrote:It might be useful to consider whether the game could benefit from some sort of "incoming message" sound effect, to alert players to the fact.
I've run into a wee snag.. looking through the
Oolite Javascript Reference (for both Player and Ship) I don't see any easy way to detect when
commsMessage
or
consoleMessage
is called by the game or an OXP script.
Can anyone suggest a method for doing so, or am I going to have to make a feature request?
Re: Scripters cove
Posted: Sun Mar 01, 2015 8:24 am
by cim
Diziet Sma wrote:I've run into a wee snag.. looking through the Oolite Javascript Reference (for both Player and Ship) I don't see any easy way to detect when commsMessage
or consoleMessage
is called by the game or an OXP script.
Can anyone suggest a method for doing so, or am I going to have to make a feature request?
For now, you want the
commsMessageReceived ship script event (which is as usual also a world script event for messages received by the player ship)
If this turns out to be a good idea (and it sounds like it is) it should probably get a
customsounds.plist
entry and a default sound in the core game.