YellOo Cabs OXZ

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

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Re: YellOo Cabs OXP

Post by Smivs »

Version 2.1 is now available. Improved graphics for those with Simple and Full shaders, and Oolite v1.77 compliant.

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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Pleb »

I'm liking the new taxi Smivs! I know this was discussed elsewhere, but I'm sure you won;t object to seeing these taxis occasionally undocking from my Taxi Station? Or being infrequently escorted by my new (unreleased as of yet) Taxi Galactica Sidewinder escort?
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Smivs »

Yes of course, please help yourself :).
Is the YellOo Cab Co livery OK for this or would a Taxi Galactica version be useful?
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Pleb »

It would be nice with a Taxi Galactica logo on it, but not essential. :wink: I was going to write a back story, explaining how the Taxi Galactica Corporation have started purchasing Contractor Taxis from the Retila Shipyard Co-operative to compliment their ageing Taxi Adder fleet.
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Smivs »

Pleb wrote:
It would be nice with a Taxi Galactica logo on it...
Give me a day or so. :)
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by JazHaz »

Can either of the two taxi OXPs visit other OXP stations? I have Thargoid's excellent Wildships OXP which adds a number of stations, and it would be nice to have taxis zipping between them all.
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Smivs »

The YellOo Cabs NPCs have a custom AI to make them just fly in-planet and dock. In practice they could go anywhere a normal trader goes, so yes.
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Cody »

If there were taxis in the Ooniverse, they'd be bloody everywhere, hogging the 'lanes!"
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Pleb »

Smivs wrote:
Give me a day or so. :)
Sounds good Smivs, take your time of course I'm still putting the finishing touches to my Flyable Thargoid Warship OXP before I start work on the next Taxi Galactica release so there's no hurry! :)
JazHaz wrote:
Can either of the two taxi OXPs visit other OXP stations? I have Thargoid's excellent Wildships OXP which adds a number of stations, and it would be nice to have taxis zipping between them all.
Spara is working on an addon for Taxi Galactica that will allow players to make taxi runs to and from different stations in a system, including OXP stations. And as Smivs said the AIs on his taxis and the AI on the new Taxi Adders (in the next release) will also follow a similar pattern.
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If there were taxis in the Ooniverse, they'd be bloody everywhere, hogging the 'lanes!"
Could be arranged, but my spacelanes are already very busy with all the OXPs I have...if I overloaded the spawning scripts to add more Taxis I fear my laptop would explode! :lol:
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Thargoid »

And there are tankers in WildShips 1.06 which run between the solar and main stations (where both exist in the system). Their AI could quite easily be adapted to send ships between any core and OXP station within the system for the purposes of NPC taxi runs.
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Eric Walch »

Thargoid wrote:
And there are tankers in WildShips 1.06 which run between the solar and main stations (where both exist in the system). Their AI could quite easily be adapted to send ships between any core and OXP station within the system for the purposes of NPC taxi runs.
Or look at the new route1tradersAI inside Oolite. That makes use of the new setTargetToRandomStation command. There only traders with bounty go to a random station instead to the main station. But you could change it to always go to a random station. This could be the station the cab just launched from. :?

And give the taxi a ship script with docking handler. Inside the docking handler, you could put a new cab in the docking queue. It than looks as if the cab docked, changed passengers and relaunched immediately. :D
Last edited by Eric Walch on Sat Jan 26, 2013 11:14 am, edited 2 times in total.
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Pleb »

The new setTargetToRandomStation command was actually exactly how I intend to have the new AI on my Taxis operate. 8) But thanks Thargoid, I have used probably a lot of your scripts as ideas to do things in Oolite! :lol:
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Cody »

Eric Walch wrote:
This could be the station the cab just launched from.
No problem - in the taxi trade, that would happen quite often. Pick-up cancelled, return to base!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Eric Walch »

To keep the taxi-count constant within the system, you could add code to shipDied that launches a new cab at the main station on death.
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Smivs »

How's this looking, pleb?

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