Oolite Bulletins
http://bb.aegidian.org/

Scripters cove
http://bb.aegidian.org/viewtopic.php?f=4&t=3243
Page 91 of 95

Author:  montana05 [ Fri Dec 02, 2016 11:44 am ]
Post subject:  Re: Scripters cove

I am developing another version of the bio-ship Caduceus, this time a Navy creation with a soul. My current problem is the idea that the ship could actually deny you as a owner when you try to buy it.

this.playerBoughtNewShip works after the deal so how I could return the old ship plus all the equipment in case the ship didn't feel comfortable with the commander ?

Author:  Norby [ Fri Dec 02, 2016 12:29 pm ]
Post subject:  Re: Scripters cove

Quote:
Is it possible to check whether a particular ship can fit through the docking port of a station?
There are some check in the core, I remember to lines in the log when an NPC is too large to launch from a dock.

In ILS I made a check just for the width, if you apply it to the height also then you will be something for the most case but probably will be exceptions. Here are the relevant lines:
Code:
var p = player.ship;
var s = this.$S; //station
var u = s.subEntities;
var i = 0;
if( u ) while( u[i] && !u[i].isDock ) i++;
var dr = s.vectorRight; //save for wide npc
var dz = s.boundingBox.z;
if( u && u[i] && u[i].isDock ) {
	var x = u[i].boundingBox.x, y = u[i].boundingBox.y;
	if( x < y ) {
		maxw = x; //rotated dock model (coriolis, ico)
		dr = s.vectorUp;
	} else {
		maxw = y; //dodo, etc.
		var o = u[i].orientation; //normal orientation mean no Torus Station
		if( o.w != 1 || o.x != 0 || o.y != 0 || o.z != 0 ) dr = s.vectorUp;
	}
	dz = u[i].boundingBox.z; //save for wide npc
}
if( p.boundingBox.x < maxw )
	player.consoleMessage("You can dock without roll", 5);

Author:  Norby [ Fri Dec 02, 2016 12:49 pm ]
Post subject:  Re: Scripters cove

Quote:
how I could return the old ship plus all the equipment in case the ship didn't feel comfortable with the commander?
[wiki]ShipStorageHelper[/wiki] is a way as [wiki]Combat Simulator[/wiki] use it to restore your ship at landing. You should save the ship when the gui is changed to the shipyard and restore if bought without permission. Although it could not handle future oxp ships with scripted tricks until somebody not make support for it into SSH.

Another way if you set chance=0; in shipyard.plist so never appear in shipyard and make alternative access like missionScreen popup or a line in F4 Interfaces if the ship is available.

Author:  montana05 [ Fri Dec 02, 2016 2:16 pm ]
Post subject:  Re: Scripters cove

Quote:
Quote:
how I could return the old ship plus all the equipment in case the ship didn't feel comfortable with the commander?
[wiki]ShipStorageHelper[/wiki] is a way as [wiki]Combat Simulator[/wiki] use it to restore your ship at landing. You should save the ship when the gui is changed to the shipyard and restore if bought without permission. Although it could not handle future oxp ships with scripted tricks until somebody not make support for it into SSH.

Another way if you set chance=0; in shipyard.plist so never appear in shipyard and make alternative access like missionScreen popup or a line in F4 Interfaces if the ship is available.
Thanks a lot, I will have a look tomorrow. I still got about 3 month to get used to the languages here and hopefully finish my entire mission(s), including bio-ships and weapons. I always liked Galactic Navy so I decided to improve it as, I guess, it was originally planed. Unfortunately, thanks to the CR, I am forced to code from scratch so probably it will be named Navy Reserve with an additional mission named Navy Intelligence. This is where powerful ships and weapons will be offered if your kill count and number of missions fit.

After 1 week I got a lot ideas day per day and my scripts change accordingly. I used a lot of ideas from the gurus here, so right now my ships are Mega-Ueber :lol:

Author:  another_commander [ Thu Dec 08, 2016 1:15 pm ]
Post subject:  Re: Scripters cove

Quote:
Quote:
Is it possible to check whether a particular ship can fit through the docking port of a station?
There are some check in the core, I remember to lines in the log when an NPC is too large to launch from a dock.
Thanks to a new contribution by phkb (see, this is what I like, you ask for a feature, it's not in, you go ahead and implement it), we now have the JS Station class canDockShip(shipEntity) function, which returns true or false, depending on whether the station can dock the ship entity passed as parameter or not. It uses the core code mentioned by Norby above.

Author:  Redspear [ Sun Dec 18, 2016 9:45 pm ]
Post subject:  Re: Scripters cove

The wiki gives a method for listing the equipment for a ship but I couldn't find a simple method for counting the number of equipment items.

I'd like to be able to count the number of equipment items installed on the player ship via script. Should be simple enough, right? So what am I missing?

Author:  Norby [ Sun Dec 18, 2016 10:02 pm ]
Post subject:  Re: Scripters cove

The player.ship.equipment is an array so player.ship.equipment.length contain the number of items.

Author:  Redspear [ Sun Dec 18, 2016 10:55 pm ]
Post subject:  Re: Scripters cove

Ahhh, now I know...

Thanks Norby :)

Author:  Rustem [ Wed Dec 21, 2016 2:38 pm ]
Post subject:  Re: Scripters cove

Hi, how can change the ship script after it appeared(spawn) in the system (like for example AI).

I am trying as:
Code:
this.shipLaunchedEscapePod = function(escapepod)
{
	if (escapepod)
	{
		escapepod.script = "stealth_escapepod.js"; 		// not work - script, Script, read-only
		// escapepod.switchAI("DSR_epodAI.plist");		// alternative variant
	}
}
Or there is only one option to specify the shipdata.plist. But the EscapePod d't have shipdata.plist.

It is impossible to assign a other script to EscapePod?

Author:  Norby [ Wed Dec 21, 2016 2:45 pm ]
Post subject:  Re: Scripters cove

Quote:
how can change the ship script
escapepod.[url=http://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_Ship#setScript]setScript[/url]("stealth_escapepod.js");
Quote:
EscapePod d't have shipdata.plist
It is "oolite_template_escape-capsule" in oolite.app/Resources/Config/shipdata.plist . Another way is if you add a script line to this dataKey in your [wiki]shipdata-overrides.plist[/wiki].

Author:  Redspear [ Sat Apr 01, 2017 9:58 pm ]
Post subject:  Re: Scripters cove

Quote:
Three major determnants in terms of mass-lock duration are
  • Heading of mass-locking ships relative to the player
  • Speed Difference between player and mass-locking ship (with a large difference in the player's favour being the most desirable)
  • Scanner Range with a larger reach taking longer to clear
My traffic redistributer oxp address the second of the above factors but I'd also like to include the first.
The idea is that if a ship were travelling to either the main station or the sun then I could slow it (were it not in combat) in order to make overtaking easier without also making combat easier

There's are the property cruiseSpeed which I'd like to use in relation to destination.

Unfortunately, the latter seems to accept only vectors when what I really want is "main station", "planet" or "sun", the common player destinations where mass lock is most frustrating.

Is there an easy way around this (i.e. to identify ships headed in those directions) or a simple way to calculate the vectors I might need to know?

Author:  Norby [ Sat Apr 01, 2017 10:12 pm ]
Post subject:  Re: Scripters cove

My guess is if destination.distanceTo(system.mainStaion.position) < a few km.

Author:  Redspear [ Sun Apr 02, 2017 9:07 am ]
Post subject:  Re: Scripters cove

That looks like it could work.
Thanks Norby :)

Author:  phkb [ Sun Apr 02, 2017 10:43 am ]
Post subject:  Re: Scripters cove

I'm not sure if I've understood the question properly, but you can get the current destination of a ship with the Priority AI, like this:
Code:
// if the destination is a planet...
var planet = ship.AIScript.oolite_priorityai.getParameter("oolite_selectedPlanet");
// if the destination is a station...
var station = ship.AIScript.oolite_priorityai.getParameter("oolite_selectedStation");
// if the destination is a witchspace jump destination...
var systemID = ship.AIScript.oolite_priorityai.getParameter("oolite_witchspaceDestination");
I suspect in most scenarios the last item will be interchangeable with ship.destinationSystem.

Author:  Redspear [ Sun Apr 02, 2017 5:42 pm ]
Post subject:  Re: Scripters cove

Thanks phkb.

I wanted to check their heading and then slow them down if it was similar to that of the player.

Looks like cruiseSpeed is read only anyway but I've found it in shipEntity.m so (for myself at least) I can set it there instead.

Page 91 of 95 All times are UTC
Powered by phpBB® Forum Software © phpBB Limited
https://www.phpbb.com/