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Stations, rock hermits and others throwing escape pods
Posted: Wed Feb 20, 2008 10:21 pm
by Cmdr James
Some places like rock hermits seem like they could have escape pods, and certainly highly populated things like stations (not the main one, which we know cannot be killed) should maybe have an exodus if things start to look real bad.
What do people think? Is there a good reason why not?
OK, I thought of a reason myself, I think the escape pod might just head back to the station it was launched from. If this does not happen, or can be prevented from happening, does it make sense for dockable things like rock hermits to be able to escape?
I guess it is already possible, the oxp just needs to set a crew, and maybe a pod type or something?
Posted: Wed Feb 20, 2008 11:12 pm
by Kaks
Hmmm, you could have a new 'super escape pod' capable of holding hundreds, and set it to go towards system.mainStation.
Shouldn't be too hard to add to the present oxps...
Posted: Thu Feb 21, 2008 8:15 am
by Commander McLane
Apart from creating a super escape pod, you don't need to do anything with existing OXPs. Just copy the rock-hermit entry from the built-in shipdata.plist, add the two lines that give it an escape pod (see
Shipdata.plist in wiki), and put in a a small OXP of its own. There you are; the new shipdata.plist entry will overwrite Oolite's own, giving all Rock Hermits an escape pod.
And by the way: As Rock Hermits are
hermits (by definition living alone), there is no need for an escape pod carrying hundreds of people.
Posted: Thu Feb 21, 2008 8:29 am
by Hoopy
what about pirate coves (one of my favourite OXPs!), they'd be able to make use of a big escape pod.
Posted: Thu Feb 21, 2008 9:13 am
by Commander McLane
Hoopy wrote:what about pirate coves (one of my favourite OXPs!), they'd be able to make use of a big escape pod.
Just give'm one in their shipdata.
Posted: Thu Feb 21, 2008 3:59 pm
by matt634
I've always thought that the large ships like Boa's and Anaconda's (and stations) should launch multiple escape pods instead of just one. I wanted them to launch from several places, however, not just a stream from the aft eject position. Is it possible to have a sub-entity launch\spawn an escape pod? If so, they could be placed up and down the hull and operate in a more realist way with an awesome visual effect.
Posted: Thu Feb 21, 2008 4:07 pm
by Kaks
What you can definitely do from javascript is to check all your subentities, and launch pod(s) from the appropriate position along the hull, if one subentity is gone.
Plus, it would be awesome - and fairly easy to do via javascript - to have a sequence of escape pods leaving a big military vessel after abandon ship!
Posted: Thu Feb 21, 2008 4:39 pm
by Ark
I think Dr Nill in the commissar limousine (commies) has implemented something like this (but I am not 100% sure)
Posted: Thu Feb 21, 2008 6:18 pm
by Captain Hesperus
Ark wrote:I think Dr Nill in the commissar limousine (commies) has implemented something like this (but I am not 100% sure)
He has, I shot one down a few nights ago and it dropped (I think) about three escape pods.
I'd like to see, as you say, big ships dropping escape pods. If you do a search in the Dream Team OXP thread in the Expansion packs,
ramon even went as far as modelling escape pod 'mountings' along the sides of his Anaconda redo:
Captain Hesperus
Posted: Fri Feb 22, 2008 12:30 pm
by JensAyton
Mmm, the Dream Team Anaconda. I wanna see that with a specularity map.
Posted: Fri Feb 22, 2008 6:14 pm
by Captain Hesperus
Ahruman wrote:Mmm, the Dream Team Anaconda. I wanna see that with a specularity map.
I wanna see it *released*
Captain Hesperus
Posted: Fri Feb 22, 2008 9:36 pm
by JensAyton
That too, that too.
*looks at pictures again* When I’ve finished this camera and lighting stuff, I really need to get normal mapping working.
Posted: Sun Feb 24, 2008 12:12 pm
by nijineko
must... not drool... on... work's keyboard!