Commander McLane wrote:
It is best to never mix the "player" role with any NPC role. If you want to create a player- and a non-player-version of a ship, you should have two different shipdata entries, for instance "mycoolnewship" and "mycoolnewship-player". That's how Oolite's own shipdata.plist distinguishes them. The player variant should only have
while the non-player variant (= NPC) can have any of the generic roles, and any combination thereof. For a dedicated miner ship which is never expected to be encountered in any other function
Ah, okay, that I understand. Just split the shipdata.plist into two sections and assign the different roles in each. Ok, think I got it, thanks.
Smivs wrote:While it's not enforced, they should also have a mining laser on their forward weapon mount, or they won't be very successful miners.
Have that taken care of, it's actually inset into its "forehead". };]
Smivs wrote:so starting to learn js will certainly help develop you as an OXP developer, and is well worth the effort.
The problem is, I enjoy modeling... hate scripting and "fine tuning". I don't have the patience for it. I tried looking into quaternions to sort out my custom_views issue... YA RIGHT! 30 seconds into that page and I was bleeding out of my ears (why can't there just be a point_at coordinate set?)... I have enough of a handle on the plist now to get my ships into the game, but not enough patience to try scripting them (exhaust origins seem to move back and forth an awful lot though...) I build 'em, get them into the game and working enough so I can play with them, but they would need more work before being ready for public consumption, and that's where I fail. And, why I offered to give my models to anyone who enjoys, or is simply willing, to bring them into the game in a much more "professional" manner than I can. };] It's all good. If no one wants them, I still get to play with them, just thought I would make the offer. }:]