Posted: Wed Nov 19, 2008 7:20 am
@ Griff: And now you end up having not one, but two suggestions on your table. Decisions, decisions...
Yes.CheeseRedux wrote:Am I right in assuming that getting two (or more) versions of the GriffBoa is a simple matter of copy&paste in the shipdata & shipyard plists, followed by the appropriate renaming and tweaking?
Turret's power is in its shipdata.plist entry. Somewhere in the shipdata.plist there's an entry fo (something like) griff_boa_turret and there a line that readsCheeseRedux wrote:If I were to fiddle with the power of the turrets, where are those values hidden? And is there any benchmark values floating around to save me from doing something completely ridiculous to them?
Code: Select all
weapon_energy = NN;
As long as each version has its unique entry in shipdata, you can give them all same name:CheeseRedux wrote:If, for some perverse reason, I should decide it would be a brilliant idea to give all versions of the ship the same name, so that the player would have no way to tell exactly which version s/he was up against (the rationalisation here being that the differences are all internal and as such non detectable except by observing ship performance), would I run into some sort of unforeseen trouble?
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"CRboa1" =
{
...
name = "Boa";
...
};
"CRboa2" =
{
...
name = "Boa";
...
};
"CRboa3" =
{
...
name = "Boa";
...
};
Ah, of course. Each turret's power etc is defined by its subentity. Silly me was looking further up in the list, where the turret positions are defined.Zieman wrote:Turret's power is in its shipdata.plist entry. Somewhere in the shipdata.plist there's an entry fo (something like) griff_boa_turret and there a line that reads,where NN is between 1 and 50.Code: Select all
weapon_energy = NN;
Code: Select all
{
"griff_prototype_boa-NPC-v2" =
{
like_ship = "griff_prototype_boa-NPC";
max_flight_speed = 480;}
}
Yes, it seems that you're understanding it correctly.CheeseRedux wrote:So, in words a 6-year old could understand, how does like_ship work exactly? Does it copy things wholesale and leave it at that, or is it a case of Unless Defined, Use These Values? For instance, if I wanted to make a super-fast but otherwise identical version, would it be sufficient to toss in a max_flight_speed = 480 without defining any other attributes?
Code: Select all
ship_a = {
max_energy = 100;
max_flight_speed = 200;
name = "Ship A";
};
ship_b = {
like_ship = "ship_a";
max_energy = 150;
name = "Ship B";
auto_weapons = yes;
};