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custom missiles :-/

Posted: Sat Oct 22, 2011 9:38 am
by Killer Wolf
Done a missile for the King Cobra. i've done the wiki stuff of putting MISSILE ROLE in the ship data, i put the EQ missile bit in she shipyard standard equipment bit, fired them, got no new missiles, docked and bought all new missiles to see if that worked, it didn't :-(

so...what's missing?

ta!

Re: custom missiles :-/

Posted: Sat Oct 22, 2011 9:53 am
by Ramirez
Have you put an entry into the equipment.plist? You need to use the same 'EQ' key as you've used in the shipyard and shipdata entries.

Re: custom missiles :-/

Posted: Sat Oct 22, 2011 3:15 pm
by Killer Wolf
yes...
missile is mentioned in the standard equipment, doesn't have an entry itself, does it need one to buy them? the wiki seems to suggest you'd buy a missile as normal and the shipdata override via missile_role would do the rest?
set up is basically the same as for the Phantom, except i'm not using Thargoid's external missile script.

Re: custom missiles :-/

Posted: Sat Oct 22, 2011 6:20 pm
by Switeck
You could study the Military Missile OXP found here:
http://wiki.alioth.net/images/4/4c/Mili ... e_1.02.zip
It's by Wyvern and called "Dragon Military Missile" -- adds an enhanced hardhead, seeks priority targets when ECM'd.
That's about the simplest custom missile add-on I know of.

Re: custom missiles :-/

Posted: Sat Oct 22, 2011 6:57 pm
by Thargoid
Can you be a little clearer about exactly what you did in sequence, specifically when you got the missile you wanted and when you didn't? Your original post isn't very clear for me.

Also are you talking about a player ship here or an NPC ship? If it's a player ship, what missile were you trying to purchase, and did the correct missile show up on the equipment purchase (F3) screen?

Re: custom missiles :-/

Posted: Sat Oct 22, 2011 7:11 pm
by Zieman
Killer Wolf wrote:
yes...
missile is mentioned in the standard equipment, doesn't have an entry itself, does it need one to buy them? the wiki seems to suggest you'd buy a missile as normal and the shipdata override via missile_role would do the rest?
Umm... what?

If you want to have a custom missile buyable for the player, you need at least:
a) entry in shipdata.plist defining model, damage, name, role, AI etc. for it
b) entry in equipment.plist defining price, tech level and description for it

additionally you can define a custom HUD icon for the missile in descriptions.plist

Re: custom missiles :-/

Posted: Sat Oct 22, 2011 7:29 pm
by Thargoid
To ask a basic question - is the tech level (and any other conditions required) high enough in the system you are in to actually be able to buy the missile?

All you basically need to have for a buyable piece of equipment is the equipment.plist entry. But of course to make a practical and usable missile you need a shipdata entry for it, plus perhaps things like scripts and AIs.

Re: custom missiles :-/

Posted: Sun Oct 23, 2011 6:59 am
by Killer Wolf
ta, got the buying stuff worked out, i just thought the missile_role bit in shipdata would automatically mean that the ship's missiles would appear as my new type, ie so you'd buy a normal missile at the station but whenever this type of ship fired a missile it would appear as the new type. it was supposed to add to the ship's background, ie a smaller, slimmer missile invented to fit a compact hold, but never mind

Re: custom missiles :-/

Posted: Sun Oct 23, 2011 8:38 am
by Thargoid
No - it's mainly meant for NPCs and dictates what sort of missiles it is armed with. It pre-dates NPC equipment, so now it's possible and more flexible to award the ship whatever missiles and mines that you may want it to have by scripting.

As already noted, the most common use is to give the Thargoid warships their Thargons.

Re: custom missiles :-/

Posted: Sun Oct 23, 2011 10:23 am
by Kaks
Reworded the wiki entry to hopefully make it more clear.

Re: custom missiles :-/

Posted: Sun Oct 23, 2011 3:09 pm
by Killer Wolf
oh well, that's a bunch of modelling and skinning i could've avoided :-D