Posted: Fri Oct 23, 2009 1:18 pm
Perhaps somebody wants to do a Stargate SG1 OXP?Thargoid wrote:So who's going to do the first pyramid station? (I would say cube, but I've already got one in an ongoing WIP).
For information and discussion about Oolite.
https://bb.oolite.space/
Perhaps somebody wants to do a Stargate SG1 OXP?Thargoid wrote:So who's going to do the first pyramid station? (I would say cube, but I've already got one in an ongoing WIP).
Most of these are not necessary, though.Switeck wrote:A couple possible additions to Globe Station's shipdata.plist to give them more defined features
Globe stations are meant to be system main stations, randomly replacing the usual Icosahedron stations. Main stations usually don't have beacon codes. It's unnecessary, because the station beacon has the "N" code.Switeck wrote:beacon = "G - Globe Station";
// to show up as "G" on advanced compass.
Again, as main stations they don't need these keys. Both default to "yes" anyway. (hasShipyard may not default to "yes" for additional stations, but Oolite adds a shipyard to all main stations anyway)Switeck wrote:has_npc_traffic = yes;
hasShipyard = yes;
// to make it act more like a regular station
Again, not really necessary. max_scavengers defaults to 3 anyway. max_defense_ships defaults to 3 as well, so here you would produce a considerable increase. However, as main stations they also have 8 police ships by default.Switeck wrote:max_defense_ships = 10;
max_scavengers = 3;
// to control the number of special ships stored inside of it, to partially eliminate the 'clown car' effect.
Again, for a main station not necessary. The correct scan class is assigned by the code when spawning the station.Switeck wrote:scanClass = "CLASS_STATION";
// so if added via a script, it shows up as the correct color on radar.
Code: Select all
var a = system.addShips("globestation",1);
if(a){
this.allowed = 1; // Set a flag for this stationtype
a[0].remove(); // And get rid of it again
}
How would you change the number of police ships an add-on station gets?Commander McLane wrote:Again, not really necessary. max_scavengers defaults to 3 anyway. max_defense_ships defaults to 3 as well, so here you would produce a considerable increase. However, as main stations they also have 8 police ships by default.Switeck wrote:max_defense_ships = 10;
max_scavengers = 3;
// to control the number of special ships stored inside of it, to partially eliminate the 'clown car' effect.
Good enough, it'll make testing it easier.Svengali wrote:I think I'll add the standard keys (shipdata) to make your life a bit easier (but not the beacon).
What about max_police? And the default of 8 is not for just main stations, but for all stations. That rock hermits don't launch police is only because their AI never tries to launch police as that seems wrong for hermits. Instead most non-police stations launch defenders.Switeck wrote:How would you change the number of police ships an add-on station gets?Commander McLane wrote:Again, not really necessary. max_scavengers defaults to 3 anyway. max_defense_ships defaults to 3 as well, so here you would produce a considerable increase. However, as main stations they also have 8 police ships by default.
Oolite does cheat for main Stations. "launchPolice" is called directly, from the main code, bypassing the AI.Switeck wrote:I'm lost/confused now...both rockHermitAI.plist and stationAI.plist use:
"RED_ALERT" = (launchDefenseShip
...Yet I clearly remember most stations launching Vipers in defense.
Is it because of their scan class differences?