Removing blue rings when ships are spawned
Posted: Tue Jun 19, 2012 10:31 pm
When a ship or entity is spawned it generates a blue ring. Is it possible to remove or 'switch off' the blue ring?
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The idea to do it that way however, was from Kaks.Svengali wrote:You could try the way Eric has posted some time ago
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Player will enter witchspace. At: 180572875975.73105
Player will exit witchspace. At: 180572875975.73105
Player exited witchspace. At: 180572878282.2512
I see plenty of rings when adding on shipWillExitWitchspace (though they're almost faded out, so only on objects added in front of the player). Adding on shipWillEnterWitchspace wouldn't give visible rings, I think, but wouldn't it also add to a completely different system?Eric Walch wrote:Just checked by dumping time during a jump:Indeed, time is only updated after the shipWillEnterWitchspace handler. And as rings are only drawn for a few seconds, the rings think their time has already past.Code: Select all
Player will enter witchspace. At: 180572875975.73105 Player will exit witchspace. At: 180572875975.73105 Player exited witchspace. At: 180572878282.2512
I ment shipWillExitWitchspace in my above message. Will correct now.cim wrote:Adding on shipWillEnterWitchspace wouldn't give visible rings, I think, but wouldn't it also add to a completely different system?
Don't do it in scanner range of the witchpoint. The wormhole exit rings are not generated anywhere else in the system.Smivs wrote:When a ship or entity is spawned it generates a blue ring. Is it possible to remove or 'switch off' the blue ring?
spawn
anyway.Very good point I've just tested after launching and...no ringsCommander McLane wrote:Don't do it in scanner range of the witchpoint. The wormhole exit rings are not generated anywhere else in the system.
It would be ueful, though. Any chance of it being added?Commander McLane wrote:(By the way: When the JS-ship spawning methods were designed I suggested an additional parameter for generating (or not generating) the rings, which would solve your problem quite easily. It wasn't included, though.)
I have been using system.AddShips, because I can't get the ship's orientation correct whn using spawn or spawnOne. Is there a way to do this? I'm currently usingCommander McLane wrote:And if you want to create two other entities (or an additional entity) in the place of another entity, you should usespawn
anyway.
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system.addShips("my_ship_component",1,ship.position.add(ship.vectorForward.multiply(100)),0)[0];
orientation = this.ship.orientation;
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system.legacy_addShipsAt("trader", 1, "wpu", [Math.random()*0.05-0.025, Math.random()*0.05-0.025, Math.random()*0.05-0.025]); // doesn't trigger "EXITED_WITCHSPACE"
system.legacy_addShipsAt("trader", 1, "wpu", [0, 0, 0]); // doesn't trigger "EXITED_WITCHSPACE"
system.legacy_addShips("trader", 1); // triggers "EXITED_WITCHSPACE"!
I was talking about the genuin JS addShips-family of methods, specifically not about the legacy methods. Those are deprecated, it's irrelevant what they do or don't do.Switeck wrote:I had the reverse problem...I ran across spawn methods that were NOT showing the blue rings when ships spawned in at the witchspace beacon and it was causing me headaches.
(That comes across sounding rude, CML.)Commander McLane wrote:I was talking about the genuin JS addShips-family of methods, specifically not about the legacy methods. Those are deprecated, it's irrelevant what they do or don't do.
That state of affairs with the code might explain problems with my Interstellar Tweaks OXP. Perhaps I should turn off the player's cloak before moving - and then, I suppose, I could re-enable it. . .Switeck wrote:I still get crashes-to-desktop if lots of ships are moved around when I arrive at a new system...but only if my ship is cloaked. I need to test latest daily build to see if that still happens.