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BC Forums => BC Modding => Topic started by: Lord Tribble on June 10, 2009, 07:30:30 AM

Title: Making escape pods match ships?
Post by: Lord Tribble 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?
Title: Re: Making escape pods match ships?
Post by: KrrKs on June 10, 2009, 08:37:57 AM
Most likely it's the ship file int "scripts/ships"
Title: Re: Making escape pods match ships?
Post by: tiqhud 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.
Title: Re: Making escape pods match ships?
Post by: Nebula on June 10, 2009, 09:56:59 AM
I think it has to do with scripts/custom/ships not scripts/ships
Title: Re: Making escape pods match ships?
Post by: MLeo 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.
Title: Re: Making escape pods match ships?
Post by: ACES_HIGH 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.
Title: Re: Making escape pods match ships?
Post by: MLeo 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.
Title: Re: Making escape pods match ships?
Post by: teleguy on June 10, 2009, 03:06:57 PM
Not having seen the script (link please?).
Title: Re: Making escape pods match ships?
Post by: ACES_HIGH 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.
Title: Re: Making escape pods match ships?
Post by: MLeo 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.