Trouble making a new piece of kit
Posted: Thu Aug 21, 2014 8:32 pm
Hi folks,
I'm trying to create some new pieces of equipment that exist as dependencies upon which to install other items.
e.g.
I've put tech level as 100 because I don't want it to appear for sale (and "1" is just a token value for testing) but I have added some shipdata-overrides to add it as standard equipment to some ships as below:
No luck, even when buying a new ship ...
If I change visible to "true" and lower the tech level, then they appear for sale (and behave as expected) but never as standard, pre-installed equipment.
I even tried writing a script to add them (new territory for me, so it was almost certainly broken in some way) with player.ship.awardEquipment
but right now it's just not happening.
Any ideas?
I'm trying to create some new pieces of equipment that exist as dependencies upon which to install other items.
e.g.
Code: Select all
(
100, 1, "Medium Sized Hull",
"EQ_MEDIUM_HULL",
"Enables fitting of medium sized equipment.",
{
condition_script = "oolite-conditions.js";
available_to_all = true;
visibile = false;
damage_probability = 0;
}
),
Code: Select all
"asp-player" =
{
"standard_equipment" =
{
extras =
(
"EQ_MEDIUM_HULL"
);
};
};
If I change visible to "true" and lower the tech level, then they appear for sale (and behave as expected) but never as standard, pre-installed equipment.
I even tried writing a script to add them (new territory for me, so it was almost certainly broken in some way) with player.ship.awardEquipment
but right now it's just not happening.
Any ideas?