Author Topic: Making escape pods match ships?  (Read 2152 times)

Offline Lord Tribble

  • Posts: 333
  • Cookies: 2
Making escape pods match ships?
« on: June 10, 2009, 07:30:30 AM »
Greetings all,

Does anyone know how to set the escape pods a ship launches to be a specific type?
It?s really odd having sovereign pods come from a connie.

I know about the if/else statements in the abandon ship script:

        if (RaceName == "Federation"):
            if ShipLike(ShipType, "Defiant") or ShipLike(ShipType, "Intrepid") or ShipLike(ShipType, "Voyager") or ShipLike(ShipType, "yeager"):
                PodModel = "defpod"
            elif ShipLike(ShipType, "Galaxy") or ShipLike(ShipType, "Nebula") or ShipLike(ShipType, "Ambassador") or ShipLike(ShipType, "DJ"):
                PodModel = "Galaxy Escape Pod"
            else:
                PodModel = "EscapePod"


But I don?t know where it?s actually searching for the ?ShipLike? part. I tried just putting in the name of the hardpoint file for the specific ship and it didn?t work. Anyone know what I should be looking for?

Offline KrrKs

  • Posts: 461
  • Cookies: 25
Re: Making escape pods match ships?
« Reply #1 on: June 10, 2009, 08:37:57 AM »
Most likely it's the ship file int "scripts/ships"

Offline tiqhud

  • BCFiles File Poster
  • Posts: 1763
  • Cookies: 1067
  • San Francisco Shipyards (HPer) file manuiplater
Re: Making escape pods match ships?
« Reply #2 on: June 10, 2009, 09:38:56 AM »
Most likely it's the ship file int "scripts/ships"
Just looked no reference there, but intresting have not thought about that , but only a fleeting moment, I shalll need to keep an eye here.
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline Nebula

  • BC elder / BCC Vice Admin
  • Administrator
  • Posts: 5500
  • Cookies: 1129
  • KM - Mod Team Member & BC - Elder (2002)
    • 9th fleet HQ
Re: Making escape pods match ships?
« Reply #3 on: June 10, 2009, 09:56:59 AM »
I think it has to do with scripts/custom/ships not scripts/ships
Canon is what people argue exists on ships that don't exist.

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: Making escape pods match ships?
« Reply #4 on: June 10, 2009, 11:10:34 AM »
It looks like any property (abrev/longname/shipfile) that starts or ends with the phrase (so "Galaxy", "DJ", "Defiant", etc, etc).
Not having seen the script (link please?). But it does mean that you only have 3 possibilities, without the possibility to have any other part.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline ACES_HIGH

  • BCC Roleplay Game Narrator
  • Moderator
  • Posts: 1678
  • Cookies: 54
  • while(!(succeed=try()));
    • BCC Roleplay Games
Re: Making escape pods match ships?
« Reply #5 on: June 10, 2009, 02:50:30 PM »
yeah, what script is that?  I've been wanting to fix that myself.  make the Def pod the default and the stock Escape pod Soveriegn/Akira specific.

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: Making escape pods match ships?
« Reply #6 on: June 10, 2009, 02:56:54 PM »
yeah, what script is that?  I've been wanting to fix that myself.  make the Def pod the default and the stock Escape pod Soveriegn/Akira specific.
I'm afraid that isn't equivalent to a "fix" in my book.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline teleguy

  • Posts: 363
  • Cookies: 53
Re: Making escape pods match ships?
« Reply #7 on: June 10, 2009, 03:06:57 PM »
Not having seen the script (link please?).

Offline ACES_HIGH

  • BCC Roleplay Game Narrator
  • Moderator
  • Posts: 1678
  • Cookies: 54
  • while(!(succeed=try()));
    • BCC Roleplay Games
Re: Making escape pods match ships?
« Reply #8 on: June 10, 2009, 03:20:05 PM »
yeah, what script is that?  I've been wanting to fix that myself.  make the Def pod the default and the stock Escape pod Soveriegn/Akira specific.
I'm afraid that isn't equivalent to a "fix" in my book.
it's always bugged me that the default pod was something that was fairly class specific, while we know that the Def pod was the more generic model.

Offline MLeo

  • Retired Staff
  • Posts: 3636
  • Cookies: 833
  • Software Simian
    • the Programming Pantheon
Re: Making escape pods match ships?
« Reply #9 on: June 10, 2009, 03:21:31 PM »
Regarding the ShipLike function, if the last file in /scripts/Ships/ has the text (so "Galaxy" or "DJ" or "Defiant") then it triggers.

It should be pretty easy (read: is)to add a ShipDef extension (think FoundationTech, except not with FTech) that stores the PodModel (which is a file in /ships/) to load, or otherwise fall back to the old logic.

Anyone want to do that? Just some code inserted at line 108 that looks up a variable in the previously defined FdtnShip (which is the Ship Plugin for the player ship). Or otherwise does the normal logic.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.