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Posted: Wed Dec 10, 2008 12:54 pm
by LittleBear
This isn't really a priority but if its easy to add could we have an spawnShipWithCloud type command, so that when a ship is added it emerges from a Hyperspace cloud? I've been sitting at the witch point a lot playtesting and other ships entering the system look really cool as the emergy from their entry cloud. Somthimes in a script you want to call ships to a position as if they've just jump in. Although you can do this with an addships they then just pop into existance, which looks a bit odd if the player is there to observe it.
Posted: Thu Dec 11, 2008 1:15 am
by Arexack_Heretic
I thought ships always got the cloud even if called by an addShips method.
maybe the cloud animation on entry got left behind in the conversion to JS?
Posted: Thu Dec 11, 2008 9:30 am
by Commander McLane
I also think that the cloud effect is always there. For instance when a thargoid carrier is spawned with addShips, there are huge blue disks emanating from it and filling half the sky, even if the ship itself is not even in my current view.
What's that, if not an exiting-hyperspace effect?
Posted: Thu Dec 11, 2008 9:31 am
by JensAyton
Arexack_Heretic wrote:maybe the cloud animation on entry got left behind in the conversion to JS?
No; all the current JS ship-adding methods just call the old ones. (And I also thought they created hyperspace clouds…)
Posted: Thu Dec 11, 2008 11:32 am
by LittleBear
Pretty sure they don't. I'm currently adding a spacebar, asteroids, mining machines, a mining hopper and a bunch of thargoids at the witchpoint to playtest the new AI for the bars and hunters and the collection / launch AIs for hopper and autominers. The ships added with addships just appear, its only the ships being added at the w/p with the system populator that have an entry cloud. This is different to the blue sphere you get when a ship exits a system by making a jump. Its like a ripple in space from which the ship emerges. Looks very nice!
Posted: Thu Dec 11, 2008 11:45 am
by Commander McLane
Okay, you're right.
Some testing reveals that the witchspace-exit cloud appears when addShips is used.
It does not appear when any other method of the family is used, namely addSystemShips, addShipsAt, addShipsAtPrecisely and addShipsWithinRadius.
And it certainly is not supposed to appear with spawn, because this method's special purpose is to replace one entity with another (like a ship with a model of its wreck). It wouldn't make sense to have the replacement pop out of witchspace.
Posted: Wed Aug 05, 2009 7:15 am
by saint
One question. Is it possible to have a ship bound to a character and have that character unique (that is, you can meet him until he's alive) ?
Where could I find documentation about that ?
Posted: Wed Aug 05, 2009 7:33 am
by Eric Walch
saint wrote:One question. Is it possible to have a ship bound to a character and have that character unique (that is, you can meet him until he's alive) ?
You mean something like
this? Than you should look inside lovecats.oxp. That uses such characters. You could also look in ups-courier that contains such characters.
Posted: Wed Aug 05, 2009 7:44 am
by saint
Exactly that... I need it for a red TIE sporting the cross of the Deutsch Ritterorden...
Posted: Wed Aug 05, 2009 10:28 am
by LittleBear
If you also want the model of the ship to be unique, its probabley easier just to create a mission ship version of the normal one. Just put an entry in shipdata and give it a unique role. Then when you want him to appear spawn that particular unique ship.
Posted: Wed Aug 05, 2009 10:42 am
by saint
Thank you very much...
Posted: Wed Aug 05, 2009 4:39 pm
by Frame
Ahruman wrote:Arexack_Heretic wrote:maybe the cloud animation on entry got left behind in the conversion to JS?
No; all the current JS ship-adding methods just call the old ones. (And I also thought they created hyperspace clouds…)
this was never "fixed" or modified to allow for scriptability in regard to wheter a cloud should be drawn or not...
as only the two token version will draw a hyperspace cloud..
Code: Select all
- (void) addShips:(NSString *)roles_number
{
NSMutableArray* tokens = ScanTokensFromString(roles_number);
NSString* roleString = nil;
NSString* numberString = nil;
if ([tokens count] != 2)
{
OOLog(kOOLogSyntaxAddShips, @"***** SCRIPT ERROR: in %@, CANNOT addShips: '%@' (expected <role> <count>)", CurrentScriptDesc(), roles_number);
return;
}
roleString = [tokens objectAtIndex:0];
numberString = [tokens objectAtIndex:1];
int number = [numberString intValue];
if (number < 0)
{
OOLog(kOOLogSyntaxAddShips, @"***** SCRIPT ERROR: in %@, can't add %i ships -- that's less than zero, y'know..", CurrentScriptDesc(), number);
return;
}
OOLog(kOOLogNoteAddShips, @"DEBUG: Going to add %d ships with role '%@'", number, roleString);
while (number--)
[UNIVERSE witchspaceShipWithPrimaryRole:roleString];
}
in particular the last of the function
Code: Select all
[UNIVERSE witchspaceShipWithPrimaryRole:roleString];
will draw a witchspace cloud, by calling the function
Posted: Thu Aug 06, 2009 1:20 pm
by Commander McLane
saint wrote:One question. Is it possible to have a ship bound to a character and have that character unique (that is, you can meet him until he's alive)?
This is a bit creepy, you know.
Posted: Thu Aug 06, 2009 1:24 pm
by saint
Commander McLane wrote:saint wrote:One question. Is it possible to have a ship bound to a character and have that character unique (that is, you can meet him until he's alive)?
This is a bit creepy, you know.
Yep
, while he's alive!!!!
Posted: Sat Aug 08, 2009 8:57 pm
by Thargoid
Commander McLane wrote:saint wrote:One question. Is it possible to have a ship bound to a character and have that character unique (that is, you can meet him until he's alive)?
This is a bit creepy, you know.
Says the Commander who wrote the Flying Dutchman