Bridge Commander Central
BC Forums => BC Modding => Topic started by: Lord Tribble on June 10, 2009, 07:30:30 AM
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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?
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Most likely it's the ship file int "scripts/ships"
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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.
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I think it has to do with scripts/custom/ships not scripts/ships
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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.
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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.
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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.
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Not having seen the script (link please?).
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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.
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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.