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Custom Escape Pod ?
Posted: Thu Sep 11, 2014 7:32 pm
by dertien
Hm I am having a little issue with this:
In the shipdata.plist of an NPC cobbie I have this line:
Code: Select all
escape_pod_model = "escape-capsule-deluxe";
in the shipdata.plist of the escape capsule I have this line:
reading up on the wiki:
escape_pod_model
With this entry ships can have custom escape pods. (starting from version 1.65) You have to specify the role of your custom escape pod (not its entry-name).
Example:
"escape_pod_model" = "custom_pod";
but I get this in the log:
Code: Select all
21:23:16.712 [shipEntity.noEscapePod]: Ship <ShipEntity 0x16609f58>{"Cobra Mark III" position: (-34280.7, 75640.2, 95416.5) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} has no correct escape_pod_role defined. Now using default capsule.
Re: Custom Escape Pod ?
Posted: Thu Sep 11, 2014 7:39 pm
by cim
That implies that the custom escape capsule isn't actually being registered for that role. It may be worth checking for other errors in the Latest.log.
Re: Custom Escape Pod ?
Posted: Thu Sep 11, 2014 7:43 pm
by dertien
Hmmm, nothing else in the log...
here is the complete escape capsule shipdata.plist:
Code: Select all
{
"HPC_escape_capsule" =
{
aft_eject_position = "0.0 0.0 -2.0";
ai_type = "oolite-shuttleAI.js";
cargo_type = "CARGO_SLAVES";
energy_recharge_rate = 2;
exhaust =
(
"0.0 0.0 -3.14 0.2 0.2 0.5"
);
forward_weapon_type = "WEAPON_NONE";
is_template = 1;
frangible = 0;
materials =
{
"bbs_global_diffuse.png" =
{
diffuse_map = "bbs_global_diffuse.png";
specular_color = ( 0.2, 0.2, 0.2 );
shininess = 5;
emission_map = { name = "bbs_global_diffuse.png"; extract_channel = "a"; };
emission_modulate_color = (0.9926, 0.9686, 0.7325);
}
};
max_energy = 85;
max_flight_pitch = 0.5;
max_flight_roll = 0.5;
max_flight_speed = 50;
missile_launch_position = "0.0 0.0 4.5";
missiles = 0;
model = "escapepodluxe.dat";
name = "Escape Pod";
roles = "escape-capsule-deluxe";
scan_class = "CLASS_CARGO";
subentities = (
{
type = "flasher";
position = (0.76, 0.57, -3.04);
//color = yellowColor;
colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
initially_on = yes;
frequency = 12;
size = 1;
},
{
type = "flasher";
position = (-0.76, 0.57, -3.04);
//color = yellowColor;
colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
initially_on = yes;
frequency = 12;
size = 1;
},
{
type = "flasher";
position = (-0.57, 0.02, 2.54);
color = redColor;
//colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
initially_on = yes;
frequency = 1;
size = 1;
},
{
type = "flasher";
position = (0.57, 0.02, 2.54);
color = greenColor;
//colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
initially_on = yes;
frequency = 1;
size = 1;
},
"HPC_escpodship_lights 0.002751 0.024273 1.332883 1 0 0 0"
);
shaders =
{
"bbs_global_diffuse.png" =
{
vertex_shader = "bbs_normalmap_ships.vertex";
fragment_shader = "bbs_stripes_npcs.fragment";
textures =
(
"bbs_global_diffuse.png",
"bbs_global_effects.png"
);
uniforms =
{
uColorMap = { type = texture; value = 0; };
uEffectsMap = { type = texture; value = 1; };
uTime = "universalTime";
nearly_dead = "throwingSparks";
isHostile = "hasHostileTarget";
hull_heat_level = "hullHeatLevel";
engine_power = "speedFactor";
laser_heat_level = "laserHeatLevel";
PaintColor1 = {type = "randomUnitVector"; scale = 0.8;};
PaintColor2 = {type = "randomUnitVector"; scale = 0.8;};
};
};
};
smooth = "false";
weapon_position_aft = "0.0 0.0 -1.67";
weapon_position_forward = "0.0 0.0 4.18";
weapon_position_port = "-1.31 0.76 0.34";
weapon_position_starboard = "1.31 0.76 0.34";
};
"HPC_escpodship_lights" =
{
ai_type = "nullAI.plist";
frangible = 0;
//max_energy = 5;
materials =
{
"emission.png" =
{
diffuse_map = "emission.png";
emission_map = "emission-lights.png"; //colors cockpit, & navlights
emission_modulate_color = (255, 252, 200, 0.75);
}
};
model = "escapepodlights.dat";
roles = "HPC_escapepodlights";
script = "damageTransfer.js";
name = "Escape Pod";
smooth = "false";
};
/*
// Commented out !
"HPC_escape_capsule_player" =
{
like_ship = "HPC_escape_capsule";
forward_weapon_type = "WEAPON_NONE";
roles = "player";
view_position_aft = "0.0 10.94 -21.17";
view_position_forward = "0.0 -5.11 16.4";
view_position_port = "-25.0 1.5 -1.0";
view_position_starboard = "25.0 1.5 -1.0";
custom_views =
(
{
view_description = "Rear View";
view_orientation = "1.0 0.0 0.0 0.0";
view_position = "0.0 0.0 -50";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Right View";
view_orientation = "0.9239 0.0 0.3827 0.0";
view_position = "50.71 0.0 -50.71";
weapon_facing = "FORWARD";
},
{
view_description = "Right View";
view_orientation = "0.7071 0.0 0.7071 0.0";
view_position = "50.0 0.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Right View";
view_orientation = "0.3827 0.0 0.9239 0.0";
view_position = "50.71 0.0 50.71";
weapon_facing = "FORWARD";
},
{
view_description = "Front View";
view_orientation = "0.0 0.0 1.0 0.0";
view_position = "0.0 0.0 50.0";
weapon_facing = "FORWARD";
},
{
view_description = "Front Left View";
view_orientation = "0.3827 0.0 -0.9239 0.0";
view_position = "-50.71 0.0 50.71";
weapon_facing = "FORWARD";
},
{
view_description = "Left View";
view_orientation = "0.7071 0.0 -0.7071 0.0";
view_position = "-50.0 0.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Rear Left View";
view_orientation = "0.9239 0.0 -0.3827 0.0";
view_position = "-50.71 0.0 -50.71";
weapon_facing = "FORWARD";
},
{
view_description = "Top View";
view_orientation = "-0.7071 0.7071 0.0 0.0";
view_position = "0.0 50.0 0.0";
weapon_facing = "FORWARD";
},
{
view_description = "Bottom View";
view_orientation = "0.0 0.0 0.7071 0.7071";
view_position = "0.0 -50.0 0.0";
weapon_facing = "FORWARD";
}
);
};
*/
}
I shall have a quick look at the vanilla escape capsule entry
Re: Custom Escape Pod ?
Posted: Thu Sep 11, 2014 8:09 pm
by dertien
changed escape capsule role to:
Code: Select all
roles = "escape-capsule-deluxe escape-capsule";
Still using the old one.
Must I use a like_ship reference ?
Re: Custom Escape Pod ?
Posted: Thu Sep 11, 2014 8:17 pm
by Thargoid
Maybe because the HPC-escape-capsule (the one with the role) is marked up as a template ?
Re: Custom Escape Pod ?
Posted: Thu Sep 11, 2014 8:20 pm
by dertien
It is indeed T,
will post my findings.
Thanks
Re: Custom Escape Pod ?
Posted: Thu Sep 11, 2014 8:31 pm
by dertien
grrrr,
still no dice, and now no error in log, nothing.