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Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 9:02 pm
by Eric Walch
Gimi wrote:
Wow, Now I'm impressed. I started Oolite to check, and quickly found that on some of my saves it was missing, on others it was OK. Strange, or?
Well, it turns out it comes back when I run maintenance on the ship. Not sure whether I like or dislike that, or even if it is a coincidence or not. Griff! is this intentional or an oddity. Actually it's quite cool.
I was going to say: "Don't you read the release notes", but than I noticed its not there. New in 1.75: Subentities shot of from a player ship are stored in the save game. Doing maintenance restores all subentities. :P
However, I notice you already discovered both features...

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 9:12 pm
by Gimi
Eric Walch wrote:
Gimi wrote:
Wow, Now I'm impressed. I started Oolite to check, and quickly found that on some of my saves it was missing, on others it was OK. Strange, or?
Well, it turns out it comes back when I run maintenance on the ship. Not sure whether I like or dislike that, or even if it is a coincidence or not. Griff! is this intentional or an oddity. Actually it's quite cool.
I was going to say: "Don't you read the release notes", but than I noticed its not there. New in 1.75: Subentities shot of from a player ship are stored in the save game. Doing maintenance restores all subentities. :P
However, I notice you already discovered both features...
Cool, and still impressed 8) . And I did suspect this, so I did check 1.75 release notes before blowing my trumpet. I knew that the laser on the Griff Cobra was a sub-entity, and I knew it could get short off, but would be replaced when docked. At the time of taking the screen shot though, I had just launched for some posing and modelling :oops: .

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 9:48 pm
by Commander McLane
Gimi wrote:
Any way I can set laser colour to green?

Code: Select all

<key>laser_color</key>
<string>greenColor</string>

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 9:59 pm
by Commander McLane
Is it possible in Oolite 1.75 to make only some subentities frangible? Or will it be possible in the future?

I think it makes no sense that you can get your laser shot off, but still are able to fire. Either you lose the laser firing ability as well (which would be not a good idea gameplay-wise), or construct the ship in way that the laser subentity can't get shot off.

But perhaps there are other subentities which the designer would like to be able to go missing. Therefore it would be helpful to be able to define frangibility for each subentity.

For me personally, being able to fire while the laser is visibly missing would be a major immersion breaker. I think I would set frangible to false for the complete ship in my local shipdata. In fact I've done so for my Imperial Courier, where the problem is that the engine nacelles can get shot off with no impact on the ship's handling. Whenever it happened it bugged me, so now they can't get shot off anymore.

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:09 pm
by Gimi
Commander McLane wrote:
For me personally, being able to fire while the laser is visibly missing would be a major immersion breaker. I think I would set frangible to false for the complete ship in my local shipdata. In fact I've done so for my Imperial Courier, where the problem is that the engine nacelles can get shot off with no impact on the ship's handling. Whenever it happened it bugged me, so now they can't get shot off anymore.
How/where do I do this. Can't find the key. (Or is this something I need Griff to take care of).

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:17 pm
by Cody
This worked for me.

I added it at line 14:

Code: Select all

forward_weapon_type = "WEAPON_NONE";
	laser_color = "greenColor";
	frangible = "false"; 
	max_cargo = 20;
	max_energy = 256;
And in the gun sub-ent at line 144

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:19 pm
by Thargoid
You could do it by scripting (detect when the laser was shot off, make a note of what sub-ents are still present, then restore everything and remove all previously missing sub-ents again except the laser) or just set the energy and recharge rate of the laser high enough to make it essentially indestructable.

The sub-ent restoration code isn't ideal (in that it's all or nothing), but you can do some interesting things with it.

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:22 pm
by Gimi
El Viejo wrote:
This worked for me.

I added it at line 14:

Code: Select all

forward_weapon_type = "WEAPON_NONE";
	laser_color = "greenColor";
	frangible = "false"; 
	max_cargo = 20;
	max_energy = 256;
And in the gun sub-ent at line 144
Thank you. Jumped into "all in one" and found it there. It's fixed now. At this rate I'll actually learn some plist-scripting. (shudders, as he remembers learning ada at uni)

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:25 pm
by Cody
The multi-decal Cobra is separate from the all-in-one... or has griff rolled it in?

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:28 pm
by Gimi
El Viejo wrote:
The multi-decal Cobra is separate from the all-in-one... or has griff rolled it in?
No no. But in the link you posted first (before edit) Griff said that he had fixed it in the "all in one". So I found the entry and the position there. Thanks again.

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:32 pm
by Cody
Gimi... add this at the bottom of the custom views section:

Code: Select all

{ 
				view_description = "Cinematic View"; 
				view_orientation = "0.0 0.35 1.0 0.05"; 
				view_position = "-10.0 10.0 150.0"; 
				weapon_facing = "FORWARD"; 
			}
It gets a good pic from that angle.

I should add that another_commander worked those co-ords out... it's beyond my ken.

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:52 pm
by Gimi
Hmmm.

Your custom view breaks the file, and the OXP won't load. Not sure what's happening. Could you post your whole view section, or even the whole shipdata.plist

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 10:56 pm
by Cody
It's possible that C&Ping the code misplaces a bracket or something. This is the views section.

Code: Select all

};
		view_position_aft = "0.0 7.5 -32.5";
		view_position_forward = "0.0 7.25 31.0";
		view_position_port = "-33.5 5.85 0.0";
		view_position_starboard = "33.5 5.85 0.0";
		weapon_position_forward = "-0.0961 0.9367 43.4655";		
		weapon_position_aft = "0.0 0.0 -32.5";
		weapon_position_port = "-40.0 2.17 -4.33";
		weapon_position_starboard = "40.0 2.17 -4.33";	
		custom_views =
		(
			{
				view_description = "Rear View";
				view_orientation = "1.0 0.0 0.0 0.0";
				view_position = "0.0 30.0 -250.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Rear Right View";
				view_orientation = "0.9239 0.0 0.3827 0.0";
				view_position = "191.42 30.0 -191.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Right View";
				view_orientation = "0.7071 0.0 0.7071 0.0";
				view_position = "250.0 30.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front Right View";
				view_orientation = "0.3827 0.0 0.9239 0.0";
				view_position = "191.42 30.0 191.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front View";
				view_orientation = "0.0 0.0 1.0 0.0";
				view_position = "0.0 30.0 250.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front Left View";
				view_orientation = "0.3827 0.0 -0.9239 0.0";
				view_position = "-191.42 30.0 191.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Left View";
				view_orientation = "0.7071 0.0 -0.7071 0.0";
				view_position = "-250.0 30.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Rear Left View";
				view_orientation = "0.9239 0.0 -0.3827 0.0";
				view_position = "-191.42 30.0 -191.42";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Top View";
				view_orientation = "-0.7071 0.7071 0.0 0.0";
				view_position = "0.0 290.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Bottom View";
				view_orientation = "0.0 0.0 0.7071 0.7071";
				view_position = "0.0 -290.0 0.0";
				weapon_facing = "FORWARD";
			},
			{ 
				view_description = "Cinematic View"; 
				view_orientation = "0.0 0.35 1.0 0.05"; 
				view_position = "-10.0 10.0 150.0"; 
				weapon_facing = "FORWARD"; 
			}

		);		
	};	

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 11:05 pm
by Gimi
Thank you, found the bug. (Comma missing of all things). You can remove the code now if you want to. Really cool view. It cuts of my port wing though (I'll experiment a bit with it tomorrow).

Re: Griff ships with player-defined decals

Posted: Sat Feb 26, 2011 11:07 pm
by Cody
Let me know if you figure out how to manipulate those co-ords, please.
I have a specific view in mind, but can't get my old brain round them.