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[SOLVED]Problem with Atlas?
Posted: Sun Jan 26, 2014 9:55 pm
by Paradox
I am looking for reports of "wild"(npc) Atlas's
with cargo pods. I thought I had designed it to appear both with, and without cargo pods, but I have played for a couple hours now, and though I have seen at least 8-10 Atlas's, so far,
none of them have had cargo pods...
I know I have the sub-entity set correctly, since the player version has its pod, but I would very much like to know if anyone who has downloaded this, has seen an npc with its pod! Thanks!
UPDATE: Thanks to Smivs for spotting my booboo! }:] I will release an update tomorrow to fix this issue!
Re: Problem with Atlas?
Posted: Mon Jan 27, 2014 3:54 pm
by JazHaz
Suggest you put this thread in with the OXP thread. When I read the subject, I thought that there was a problem with the real life Atlas 5 rocket (then realised it wasn't in the Outworld area).
Re: Problem with Atlas?
Posted: Mon Jan 27, 2014 9:11 pm
by hiasakite
See one thus far without pods... none with though...
Re: Problem with Atlas?
Posted: Tue Jan 28, 2014 3:43 am
by Paradox
No, I am pretty sure I have done something stupid... again, I just don't know what.
Here is the shipdata.plist, can anyone tell me what I did wrong please?:
Code: Select all
{
// ++++++ D.T.T. Atlas ++++++
"dtt_atlas_no_cargo" =
{
aft_eject_position = "0.0 -5.2144 -74.8223";
aft_weapon_type = "WEAPON_PULSE_LASER";
ai_type = "route1traderAI.plist";
auto_ai = yes;
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 3.5;
exhaust =
(
"16.1509 12.5979 -74.9918 3.0 3.0",
"-16.1509 12.5979 -74.9918 3.0 3.0",
"5.3783 12.5979 -74.9918 3.0 3.0",
"-5.3783 12.5979 -74.9918 3.0 3.0"
);
forward_weapon_type = "WEAPON_PULSE_LASER";
frangible = no;
has_ecm = .75;
has_escape_pod = 0.75;
has_fuel_injection = .5;
has_scoop = YES;
has_shield_booster = .25;
likely_cargo = 1;
materials =
{
"DTT_Atlas_Diffuse.png" =
{
emission_map = "DTT_Atlas_Emissions.png";
shininess = 10;
specular_color = (0.3, 0.3, 0.3, 0.5);
};
};
max_cargo = 770;
max_energy = 525;
max_flight_pitch = .7;
max_flight_roll = 1.0;
max_flight_yaw = 0.7;
max_flight_speed = 200;
max_missiles = 8;
missile_launch_position = "0.0 4.3514 80.8115";
model = "dtt_atlas.dat";
name = "D.T.T. Atlas";
roles = "trader";
scoop_position = "0.0 4.3514 80.8115";
smooth = yes;
thrust = 12;
weapon_facings = "3";
weapon_position_aft = "0.0 2.2293 -77.5545";
weapon_position_forward = "0.0 -2.0525 81.5592";
};
//########################################################################
"dtt_atlas_cargo" =
{
"like_ship" = "dtt_atlas_no_cargo";
escort_ship = "cobramk1";
escorts = 6;
likely_cargo = 7;
subentities =
(
"dtt_atlas_cargo 0 0 0 1 0 0 0"
);
};
//########################################################################
"dtt_atlas_player" =
{
aft_weapon_type = "WEAPON_PULSE_LASER";
"like_ship" = "dtt_atlas_no_cargo";
custom_views =
(
{
view_description = "Docking View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 0.0545 81.1295";
weapon_facing = "FORWARD";
},
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 0.0 -200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "141.42 0.0 -141.42";
weapon_facing = "AFT";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "200.0 0.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "141.42 0.0 141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 0.0 200.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-141.42 0.0 141.42";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-200.0 0.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-141.42 0.0 -141.42";
weapon_facing = "AFT";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 300.0 -0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -300.0 -0.0";
weapon_facing = "FORWARD";
}
);
forward_weapon_type = "WEAPON_PULSE_LASER";
roles = "player";
script = "berthControl.js";
script_info =
{
fixedBerths = "No";
minBerths = 4;
};
subentities =
(
"dtt_atlas_cargo 0 0 0 1 0 0 0"
);
view_position_aft = "0.0 -5.0158 -75.2481";
view_position_forward = "0.0 9.1749 81.507";
view_position_port = "-9.6115 9.5286 76.007";
view_position_starboard = "9.6115 9.5286 76.007";
};
//########## Sub_Entities ###############
"dtt_atlas_cargo" =
{
ai_type = "nullAI.plist";
materials =
{
"DTT_Atlas_Cargo_Diffuse.png" =
{
shininess = 10;
specular_color = (0.3, 0.3, 0.3, 0.5);
};
};
model = "dtt_atlas_cargo.dat";
roles = "dtt_atlas_subent";
smooth = "yes";
};
}
dtt_atlas_player
shows up no problem,
dtt_atlas_no_cargo
also appears as planned, but I have chased down at least 25 npc Atlas's now, without seeing a single
dtt_atlas_cargo
.
Re: Problem with Atlas?
Posted: Tue Jan 28, 2014 8:05 am
by Smivs
You've given the sub-ent ("dtt_atlas_cargo") the same name as the ship-with-cargo ("dtt_atlas_cargo"). Probably what is happening is that when the ship is being spawned the game is adding a second ship instead of the cargo module, with the ship's 'twin' in exactly the same location/position (as the sub-ent is dead-centred on the main model). So you have two identical ships in exactly the same position, hence it looks like one ship with no cargo.
Re: Problem with Atlas?
Posted: Tue Jan 28, 2014 6:22 pm
by Paradox
Smivs wrote:You've given the sub-ent ("dtt_atlas_cargo") the same name as the ship-with-cargo ("dtt_atlas_cargo"). Probably what is happening is that when the ship is being spawned the game is adding a second ship instead of the cargo module, with the ship's 'twin' in exactly the same location/position (as the sub-ent is dead-centred on the main model). So you have two identical ships in exactly the same position, hence it looks like one ship with no cargo.
AAAARGH! Thank you Smivs! I will go change that and test it asap. Another example of not being able to see the forest through the trees! };] Always helps to have a second pair of eyes helping you too! };] Thanks again pardner!