Ah, yes, the isPlayer property
is attached to any ship object(entities, really). It's a boolean that will be true only for the ship object, and false for all the other objects in the ooniverse.
If you have a reference to an oolite entity, you can always access its properties, and those include isStation, isPlanet, isShip, and many more.
]The nice thing about properties, is that once they're set -and isPlayer is set when you select a savegame/start a new game - they don't need anything extra.
There's more about entity properties in this section
of the wiki, if you haven't seen it already.
The problem with (scooper == player) was that - after the second spawning - the ship script wouldn't have a clue what you meant by typing 'player', so it couldn't compare scooper with it to verify that they were both referring to the same object.
Hope this helps!
] Brain like fudge today, just figured out what you said in the previous post: I'd be really surprised if you can use references to player, system, or LogWithClass inside this.your_own_function() after the ship is spawned the second time. You certainly can't inside this.shipWasScooped()