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Dockabe OXP not working

Posted: Tue Jun 07, 2011 1:27 am
by RyanHoots
shipdata.plist in the folder Config

Code: Select all

{
	"ryanhootsdodec" = {
		ai_type = "stationAI.plist"
		like_ship = "dodecahedron-station"
		rotating = no;
		missiles = 5;
		model = "new-dodo.dat";
		forward_weapon_type = "WEAPON_MILITARY_LASER";
		roles = "ryanhootsdodec";
		materials =
		{
			"ryanhootsdodec.png" = { diffuse_map = "ryanhootsdodec.png"; };
		};
	};
}
The OXP is not working so far. If you would like, you can download it here: http://www.box.net/shared/xgbg7robj6. I am new to OXPing, and I have never written a dockable OXP.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 6:18 am
by Killer Wolf
well if that's the entirity of it, you've not got a dock.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 7:58 am
by Eric Walch
Killer Wolf wrote:
well if that's the entirity of it, you've not got a dock.
It has a dock because it uses a like_ship to a known working station.

I think it are missing semicolons in the plist that prevents it from working. I see at least two missing...

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 8:14 am
by Smivs
Also the texturing won't work.
The model used (new_dodo.dat) has three diffuse_maps specified, for the various faces of the station.
You will either need to replace the textures in the .dat file or replace them using 'materials' like this.

Code: Select all

materials =
      {
         "left_metal.png" = 
                                { 
diffuse_map = "ryanhootsdodec.png"; 
                                 };
          "back_metal.png" = 
                                { 
diffuse_map = "ryanhootsdodec.png"; 
                                 };
           "bottom_metal.png" = 
                                { 
diffuse_map = "ryanhootsdodec.png"; 
                                 };
        };
which also gives the option of having different textures for the various faces, as well as applying an emission_map (lighting effects) to the station.
Have a look at the stations in Accessories OXP to see how this is done.
Also, I see you've given your station both missiles and lasers, but have specified no position for these.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 8:22 am
by Killer Wolf
but it's redefined w/ a new dat model and no subents - wouldn't that dat entry negate/compromise the likeshipping?

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 8:25 am
by Smivs
'new_dodo.dat' is the standard model. It doesn't need to be specified in shipdata, but shouldn't do any harm.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 8:46 am
by Killer Wolf
oh, lol. i'll shut up then! i thought the "new" specified one he'd tweaked :-D

edite - out of interest i'd like to know what a station does w/ missiles!

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 10:44 am
by Commander McLane
Killer Wolf wrote:
oh, lol. i'll shut up then! i thought the "new" specified one he'd tweaked :-D

edite - out of interest i'd like to know what a station does w/ missiles!
Probably nothing. I don't know whether the station self-defense code contains any missile firing, but I'd rather guess not.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 1:39 pm
by DaddyHoggy
Commander McLane wrote:
Killer Wolf wrote:
oh, lol. i'll shut up then! i thought the "new" specified one he'd tweaked :-D

edite - out of interest i'd like to know what a station does w/ missiles!
Probably nothing. I don't know whether the station self-defense code contains any missile firing, but I'd rather guess not.
Would be pretty cool if they did though - a few portals open up round the docking port and a stream of missiles pour out to track down the annoying offender - when you factor in the cost of Viper maintenance, injector refuelling, crew wages, damage repair, etc. a missile or two is probably a cost effective alternative...

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 4:03 pm
by Switeck
A station probably needs an external missile firing point to fire missiles. Then it will probably do so even if not explicitly scripted to in its AI.plist file if/when it gets hit or at low energy. Main stations can almost never get into a low energy state or even take damage from regular lasers, so they may not...but an OXP station might.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 4:56 pm
by RyanHoots
Thanks for all your help, I'll work on it a bit more.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 4:57 pm
by RyanHoots
DaddyHoggy wrote:
Commander McLane wrote:
Killer Wolf wrote:
oh, lol. i'll shut up then! i thought the "new" specified one he'd tweaked :-D

edite - out of interest i'd like to know what a station does w/ missiles!
Probably nothing. I don't know whether the station self-defense code contains any missile firing, but I'd rather guess not.
Would be pretty cool if they did though - a few portals open up round the docking port and a stream of missiles pour out to track down the annoying offender - when you factor in the cost of Viper maintenance, injector refuelling, crew wages, damage repair, etc. a missile or two is probably a cost effective alternative...
I think missiles would be cool also. Offender-proof station! :-)

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 9:08 pm
by Switeck
The offender/s could just ECM standard missiles and even ECM resistant hardhead missiles have a fair chance of being destroyed by an ECM at short range.

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 9:26 pm
by DaddyHoggy
Switeck wrote:
The offender/s could just ECM standard missiles and even ECM resistant hardhead missiles have a fair chance of being destroyed by an ECM at short range.
Photon Torpedoes then... :roll:

Re: Dockabe OXP not working

Posted: Tue Jun 07, 2011 9:30 pm
by RyanHoots
DaddyHoggy wrote:
Switeck wrote:
The offender/s could just ECM standard missiles and even ECM resistant hardhead missiles have a fair chance of being destroyed by an ECM at short range.
Photon Torpedoes then... :roll:
Plasma cannon! :lol: