How to make a simple OXP?
Posted: Wed Apr 24, 2013 3:48 am
Sorry for partially asking this in another thread but I'll really struggling to get anywhere with this and need a basic example to get going. I have tried trolling through the wiki and used the search but alas no joy. Any help would be much appreciated
Very simple OXP #1
How do I make the game simply have a message pop up at docking that says "welcome space ball"
Slightly more complex OXP #2
For system LAVE only, make pythons the only NPC ships in it (other than GALCop vipers). Am interested to see which file is used and what probabilities are assigned to each ship type per sys
Slightly more complex yet OXP #3
Inputing a new ship into the game. Lets say I've created a ship called "PumaClipper.dat". Now I can sort of see from existing OXP's (snippet from Awing Below is copied) what the ship.plist files do but is there a reference guide as to what each value means? - I've asked some questions amidst the text below
Q1. How does the source code know to read this oxp in and does it replace another ship with the A wing?
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>a-wing</key>
<dict>
<key>aft_eject_position</key>
<string>0.0 0.0 -1.0</string>
Q2. What do these values mean for aft_eject_position?
<key>ai_type</key>
<string>pirateAI.plist</string>
Q3. Is this saying make it a pirate ship? How could I make it also a ship used for trading etc?
<key>bounty</key>
<string>200</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>energy_recharge_rate</key>
<real>3.5</real>
Q4. WHat is 3.5 - is this good or only average recharge rate- what do other ships have?
Very simple OXP #1
How do I make the game simply have a message pop up at docking that says "welcome space ball"
Slightly more complex OXP #2
For system LAVE only, make pythons the only NPC ships in it (other than GALCop vipers). Am interested to see which file is used and what probabilities are assigned to each ship type per sys
Slightly more complex yet OXP #3
Inputing a new ship into the game. Lets say I've created a ship called "PumaClipper.dat". Now I can sort of see from existing OXP's (snippet from Awing Below is copied) what the ship.plist files do but is there a reference guide as to what each value means? - I've asked some questions amidst the text below
Q1. How does the source code know to read this oxp in and does it replace another ship with the A wing?
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>a-wing</key>
<dict>
<key>aft_eject_position</key>
<string>0.0 0.0 -1.0</string>
Q2. What do these values mean for aft_eject_position?
<key>ai_type</key>
<string>pirateAI.plist</string>
Q3. Is this saying make it a pirate ship? How could I make it also a ship used for trading etc?
<key>bounty</key>
<string>200</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>energy_recharge_rate</key>
<real>3.5</real>
Q4. WHat is 3.5 - is this good or only average recharge rate- what do other ships have?