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Posted: Thu Jun 30, 2005 11:59 pm
by Arexack_Heretic
No, the Quarts are for placing 8 sub-units around the y-axis.

If he used these quarts, he'd end up with either exploding stations or 9 stations aranged in a circle.

Posted: Fri Jul 01, 2005 12:03 am
by Rxke
:oops: time to hit the sack, meguess.

(I'm not fooling anyone with that lame excuse, studying art restoration does not a good mathematician make, heehee)

Posted: Fri Jul 01, 2005 12:05 am
by Arexack_Heretic
Is that why you are interested in Elite? ;) Art restoration?

Posted: Fri Jul 01, 2005 12:20 am
by Rxke
I specialize in visual media, so ... yess! (hmmm. not making sense, I am.)

Posted: Fri Jul 01, 2005 12:40 am
by Selezen
beacons are on thier side, relative to the orientation of the graveyard...

The whole thing's getting redesigned tomorrow anyway, so I'll see what I can do...

Posted: Fri Jul 01, 2005 9:51 am
by Selezen
Arexack_Heretic wrote:
Questions:
1) What axis does the dodec rotate around?
I want a rotation around the y-axis.

2) I have 4 subentity variants. I calculated the quaternion rotations for the 8 locations that I want them in.
How do you randomise the instance of the 4 variants in the 8 slots?

edit: here is what i have so far:

Code: Select all

Having no experience in plisting, I’ll edit the hermit list to fit my needs…
* means delete?
(between I’ll write comments)

</dict>
  <key>Derelict_Python</key> 
- <dict>
  <key>ai_type</key> 
  <string>station.plist</string> (or null_ai) 
  <key>bounty</key> 
  <integer>-500</integer> (fine)
  <key>cargo_type</key> 
  <string>CARGO_NOT_CARGO</string> 
  <key>energy_recharge_rate</key> 
  <real>0</real> 
  *<key>equipment_price_factor</key> 
  *<real>4.5</real> 
  <key>equivalent_tech_level</key> 
  <integer>0</integer> 
  <key>forward_weapon_type</key> 
  <string>WEAPON_NONE</string> 
  <key>has_ecm</key> 
  <false /> 
  <key>has_escape_pod</key> 
  <false /> 
  <key>has_scoop</key> 
  <false /> 
  <key>likely_cargo</key> 
  <integer>alloys gemstones</integer>  (?)
  <key>max_cargo</key> 
  <integer>4</integer> 
  <key>max_defense_ships</key> 
  <integer>0</integer> 
  <key>max_energy</key> 
  <real>1000</real>  
  <key>max_flight_pitch</key> 
  <real>0</real> 
  <key>max_flight_roll</key> 
  <real>0</real> 
  <key>max_flight_speed</key> 
  <real>0.0</real> 
  <key>max_scavengers</key> 
  <integer>0</integer> 
  <key>max_missiles</key> 
  <integer>1</integer> 
  <key>missiles</key> 
  <integer>0</integer> 
  <key>model</key> 
  <string>MO1.dat</string> 
  <key>name</key> 
  <string>Derelict Python</string> 
  *<key>port_radius</key> 
  *<real>0</real> 
  <key>roles</key> 
  <string>coriolis station</string> (I need a rotation around the y-axis)
  *<key>smooth</key> 
  *<false /> 
  <key>subentities</key> 
- <array>
(my SU’s (A,B,C,D) All have a location of z500wu from 0,0,0, 8SU’s rotated around the y-axis) 
<string> Ring-SU-N 0 1 0 1 0 0 0</string>
<string> Ring-SU-NE 0 1 0 2.414213563 0 1 0</string>
<string> Ring-SU-E 0 1 0 1 0 1 0</string>
<string> Ring-SU-SE 0 1 0 1 0 2.414213563 0</string>
<string> Ring-SU-S 0 1 0 0 0 1 0</string>
<string> Ring-SU-SW 0 1 0 -1 0 2.414213563 0</string>
<string> Ring-SU-W 0 1 0 1 0 0 0</string>
<string> Ring-SU-NW 0 1 0 -2.41423563 0 1 0</string>
</array>
  <key>thrust</key> 
  <real>0</real> 
  <key>weapon_energy</key> 
  <real>0.0</real> 
  <key>weapon_offset_x</key> 
  <real>0.0</real> 
  </dict>
Hey, I thought I was doing the plisting? Seeing as I have a working version and all!!!???

Posted: Fri Jul 01, 2005 9:58 am
by Arexack_Heretic
:lol: Don't hog all the fun! ;)

Be my guest. I was just trying to be helpfull.

What I need is;
-this monument to rotate arond the y-axis.
-The 4 variant SU's (same coordinates) to be randomly generated
-in the 8 22.5deg radiant sectors around the y-axis.

-If rotation around the Y is not possible, i'll need to rotate the whole thing by 90 degrees and redo the quaternions. (a disk of debris that is spinning like a coin is weird.)

Posted: Fri Jul 01, 2005 10:26 am
by Selezen
Don't take offence, dude! It's just that if we start crossing over on who's doing what, we could end up with different versions of things and different codebases all over the place.

You're doing a damn fine job on the models, and the fact you don't have a running version of Oolite will make debugging plists a bit difficult...

Posted: Fri Jul 01, 2005 4:19 pm
by jonnycuba
Rxke wrote:
(I'm not fooling anyone with that lame excuse, studying art restoration does not a good mathematician make, heehee)
My wife did her Degree in art conservation...

Posted: Fri Jul 01, 2005 4:50 pm
by Rxke
Really? It's a small Ooniverse!

Oh, I forgot, in English it's better to say conservation, restoration having a bad name etc... Officially its called conservation/restoration, over here, but I'm sloppy with terms. (ouch!)

(Um... going offtopic again)

Posted: Fri Jul 01, 2005 6:59 pm
by Selezen
Yeess... Dragging stuff back on topic, I have been reviewing the information about the GY, and how the shizznah am I gonna model two spiral layouts, one atop the other, all slowly rotating? :?

In additional news, can anyone tell me if there is a command for an AI to launch a missile?

Posted: Fri Jul 01, 2005 7:50 pm
by aegidian
Selezen wrote:
In additional news, can anyone tell me if there is a command for an AI to launch a missile?
fireMissile will do that.

Posted: Fri Jul 01, 2005 7:56 pm
by Selezen
Thanks, Giles - I could kiss you, but I won't, cos that'd be icky.

Now for the star prize, can you tell me why my station still won't rotate?

I'm using the dodecahedron station entry from the main shipdata plist and the following entry for it in planetinfo.plist

Code: Select all

         "checkForShips: dodecahedron",
            {
               conditions = ("shipsFound_number lessthan 2");
               do = ( "addShipsAt: dodec 1 psm 0 0 200500" );
            },
EDIT: I've added a comms string and the fireMissile line to the AI, but neither seem to work! I never seem to be able to get these things to work first time...

The code is as follows:

Code: Select all

    DEFENSE_MODE = {
	ATTACKED = (
	    setTargetToPrimaryAggressor,
          "sendTargetCommsMessage: Oi! No! Not in my graveyard!!",
	    increaseAlertLevel,
          fireMissile
	);
If anyone can help, it will be once more appreciated!

Posted: Fri Jul 01, 2005 8:08 pm
by Arexack_Heretic
about the GY, and how the shizznah am I gonna model two spiral layouts, one atop the other, all slowly rotating?
You are not, most probably. At least: not rotating.
In order to do that all the objects in the GY would need to be sub-entities of a central object (2) which spins. Keeping track of all these SU's (500?) would grind down even the fastest mac. I think.

You could however plot the coordinates so that the objects are generated in a spiral pattern (manually).

BTW: I read the double spiral as a bar-spiral, a spiral with two arms.
But I could have mis-read. *goes off to check TDW*

Posted: Fri Jul 01, 2005 8:22 pm
by Selezen
I considered the double armed spiral, but I;m sure the novella says that it's on two layers.

I think you're right - I think the rotation is gonna be impossible

My plan is to generate them as small groups of ships arranged in a spiral pattern...it may be about 75 to a hundred groups...