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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
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
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
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
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...
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...
Plasma cannon!