Tionisla Orbital Graveyard

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Rxke
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Post by Rxke » Fri Jun 24, 2005 11:28 pm

Yeugh. I made a mistake and wrapped array brackets around the dictionary.
That kept me stalled all day! :lol:

yay, now that's being sorted out, we can merrily move along

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Rxke
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Post by Rxke » Fri Jun 24, 2005 11:32 pm

Selezen, I think I'm going to work a little bit on the script, now that that error is solved, I'll try to document.

(going to fix error, upload new OXP to groups, then work a bit on it and re-update it...)

Edit: uploaded OXP (yahoogroups /spaceshipshop /files /ze other stuff....)with stuff in planetinfo.plist. stuff that's showing up in space around Tionisla is pretty randomly around the place, but that's because I've been experimenting with positioning. Going to clean up now, and see if I can add some extra's to the AI's

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Post by Selezen » Fri Jun 24, 2005 11:48 pm

I've just rewritten the shipdata.plist file from XML to ASCII - have a look and see if it works, please.

Code: Select all

{
   graveyardbeacon = {
      ai_type = graveyardbeaconAI.plist;
      bounty = <*I0>;
      cargo_type = CARGO_NOT_CARGO;
      energy_recharge_rate = <*R100>;
      forward_weapon_type = WEAPON_NONE;
      has_ecm = <*BY>;
      has_escape_pod = <*BN>;
      has_scoop = <*BN>;
      likely_cargo = <*I0>;
      max_cargo = <*I0>;
      max_energy = <*R25000>;
      max_flight_pitch = <*R0>;
      max_flight_roll = <*R0>;
      max_flight_speed = <*R0.0>;
      max_missiles = <*I0>;
      missiles = <*I0>;
      model = gravebeacon.dat;
      name = "Graveyard Beacon";
      roles = "grave_beacon";
      subentities = (
         "*FLASHER* 251 250 0 60.0 1 -0.50 12",
         "*FLASHER* 251 250 0 60.0 1 -0.50 12"
      )
      thrust = <*R100>;
      weapon_energy = <*R0>;
      weapon_offset_x = <*R0>;
   },
   gravemonument1 = {
      ai_type = gravemonumentAI.plist;
      bounty = <*I0>;
      cargo_type = CARGO_NOT_CARGO;
      energy_recharge_rate = <*R100>;
      forward_weapon_type = WEAPON_NONE;
      has_ecm = <*BY>;
      has_escape_pod = <*BN>;
      has_scoop = <*BN>;
      likely_cargo = <*I0>;
      max_cargo = <*I0>;
      max_energy = <*R25000>;
      max_flight_pitch = <*R0>;
      max_flight_roll = <*R0>;
      max_flight_speed = <*R0.0>;
      max_missiles = <*I0>;
      missiles = <*I0>;
      model = gravemonument1.dat;
      name = "Graveyard Monument";
      roles = "grave_monument1";
      subentities = (
         "*FLASHER* 251 250 0 60.0 1 -0.50 12",
         "*FLASHER* 251 125 0 75.0 1 -0.60 12",
         "*FLASHER* 251 0 0 90.0 1 -0.70 12",
         "*FLASHER* 251 -125 0 105.0 1 -0.80 12",
         "*FLASHER* 251 -250 0 120.0 1 -0.90 12",
         "*FLASHER* -251 250 0 60.0 1 -0.50 12",
         "*FLASHER* -251 125 0 75.0 1 -0.60 12",
         "*FLASHER* -251 0 0 90.0 1 -0.70 12",
         "*FLASHER* -251 -125 0 105.0 1 -0.80 12",
         "*FLASHER* -251 -250 0 120.0 1 -0.90 12"
      )
      thrust = <*R100>;
      weapon_energy = <*R0>;
      weapon_offset_x = <*R0>;
   },
   gravemonument2 = {
      ai_type = gravemonumentAI.plist;
      bounty = <*I0>;
      cargo_type = CARGO_NOT_CARGO;
      energy_recharge_rate = <*R100>;
      forward_weapon_type = WEAPON_NONE;
      has_ecm = <*BY>;
      has_escape_pod = <*BN>;
      has_scoop = <*BN>;
      likely_cargo = <*I0>;
      max_cargo = <*I0>;
      max_energy = <*R25000>;
      max_flight_pitch = <*R0>;
      max_flight_roll = <*R0>;
      max_flight_speed = <*R0.0>;
      max_missiles = <*I0>;
      missiles = <*I0>;
      model = gravemonument2.dat;
      name = "Graveyard Monument";
      roles = "grave_monument2";
      subentities = (
         "*FLASHER* 251 250 0 60.0 1 -0.50 12",
         "*FLASHER* 251 125 0 75.0 1 -0.60 12",
         "*FLASHER* 251 0 0 90.0 1 -0.70 12",
         "*FLASHER* 251 -125 0 105.0 1 -0.80 12",
         "*FLASHER* 251 -250 0 120.0 1 -0.90 12",
         "*FLASHER* -251 250 0 60.0 1 -0.50 12",
         "*FLASHER* -251 125 0 75.0 1 -0.60 12",
         "*FLASHER* -251 0 0 90.0 1 -0.70 12",
         "*FLASHER* -251 -125 0 105.0 1 -0.80 12",
         "*FLASHER* -251 -250 0 120.0 1 -0.90 12"
      )
      thrust = <*R100>;
      weapon_energy = <*R0>;
      weapon_offset_x = <*R0>;
   },
   gravemonument3 = {
      ai_type = gravemonumentAI.plist;
      bounty = <*I0>;
      cargo_type = CARGO_NOT_CARGO;
      energy_recharge_rate = <*R100>;
      forward_weapon_type = WEAPON_NONE;
      has_ecm = <*BY>;
      has_escape_pod = <*BN>;
      has_scoop = <*BN>;
      likely_cargo = <*I0>;
      max_cargo = <*I0>;
      max_energy = <*R25000>;
      max_flight_pitch = <*R0>;
      max_flight_roll = <*R0>;
      max_flight_speed = <*R0.0>;
      max_missiles = <*I0>;
      missiles = <*I0>;
      model = gravemonument3.dat;
      name = "Graveyard Monument";
      roles = "grave_monument3";
      subentities = (
         "*FLASHER* 251 250 0 60.0 1 -0.50 12",
         "*FLASHER* 251 125 0 75.0 1 -0.60 12",
         "*FLASHER* 251 0 0 90.0 1 -0.70 12",
         "*FLASHER* 251 -125 0 105.0 1 -0.80 12",
         "*FLASHER* 251 -250 0 120.0 1 -0.90 12",
         "*FLASHER* -251 250 0 60.0 1 -0.50 12",
         "*FLASHER* -251 125 0 75.0 1 -0.60 12",
         "*FLASHER* -251 0 0 90.0 1 -0.70 12",
         "*FLASHER* -251 -125 0 105.0 1 -0.80 12",
         "*FLASHER* -251 -250 0 120.0 1 -0.90 12"
      )
      thrust = <*R100>;
      weapon_energy = <*R0>;
      weapon_offset_x = <*R0>;
   }
}
Thanks to Giles for the previous page worth of help!

Oh, and the ! key does dump a text file, but not a map.

The planetinfo.plist file didn't generate anything when I tried it.

I'm now going to see if oolite picks up the OXP info...

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Post by Rxke » Fri Jun 24, 2005 11:55 pm

wow hectic cross-posting, I like that!

Selezen: no adder you mean? you used the planetinfo.plist in this thread? with the hunter?

probably because no ship with valid role hunter as yet...

have a look at my oxp, it spawns assorted stuff (beacons and monuments)

going to look at yr shipdata, see what it says.

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Post by Selezen » Sat Jun 25, 2005 12:03 am

Rxke, is the graveyard closer to the sun than the planet? I was looking at your screenshots and the sun on yours looks mighty big compared to mine.

I used the 'cargopod' role, which should have generated a load of gargo canisters at the witchpoint, but nothing...

I'm now gonna try the following plist:

Code: Select all

{ 
   "0 124" = { 
      { 
         "script_actions" = ( 
            "checkForShips: shuttle", 
            { 
               conditions = ("shipsFound_number lessthan 20"); 
               do = ( "addShipsAt: shutle  10 wpm 0 0 0" ); 
            }
         ); 
      } 
   }; 
}

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Post by Rxke » Sat Jun 25, 2005 12:04 am

rats, shipdata gives parsing error, but it's nearly identical as my version in XML, so will be a bracket in the open somewhere, off hunting grrrAAAAW! :wink:

(can't find it rightaway.... drats.)
Last edited by Rxke on Sat Jun 25, 2005 12:20 am, edited 2 times in total.

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Post by aegidian » Sat Jun 25, 2005 12:09 am

Should be:

Code: Select all

{ 
	"0 124" = { 
		"script_actions" = ( 
			"checkForShips: shuttle", 
			{ 
				conditions = ("shipsFound_number lessthan 20"); 
				do = ( "addShipsAt: shuttle 10 wpm 0 0 0" ); 
			} 
		); 
	}; 
}
-> one pair too many brackets deep after "0 124" and a mis-spelled shuttle (shutle) and keep those separators to single spaces, the parser's fussy!

g'night! :shock:
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Post by Rxke » Sat Jun 25, 2005 12:15 am

Those pics are just to show how much hit and miss it as, to find a good location. And I thought it looked nice, with all the shadingstuff goin on! :D
newer version is closer to planet, say 7/10ths from sun.

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Post by Rxke » Sat Jun 25, 2005 12:27 am

Yay! it's all working again! :D

going to upload oxp as is, 2 new screenshots: bunch of monuments, and 5 beacons (oops should be 6... :oops: )

they're waaay to close together, but i'll fix that in a while...

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Post by Arexack_Heretic » Sat Jun 25, 2005 12:34 am

Heya, You peeps been busy!
I'll just ignore the code and move on to the fun-stuff. :p

Been working on a shipyard, but that's not really for Tionisla...take a look plz. (will post more in own thread.)


Anything I can model? Specifically.
I have been doing all sorts of stuff lately and getting nothing finished!
If nothing is forthcomming, I'll attempt one of those sarcophagoids.
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Post by Selezen » Sat Jun 25, 2005 12:37 am

Rxke wrote:rats, shipdata gives parsing error, but it's nearly identical as my version in XML, so will be a bracket in the open somewhere, off hunting grrrAAAAW! :wink:

(can't find it rightaway.... drats.)
It could be that I've missed the semicolons after the closing array brackets on the flashers.

:oops:

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Post by Rxke » Sat Jun 25, 2005 12:42 am

A_H, yes, please :D

Wanted: assorted tombs; I really want some 'generic' tombs, not tooo big, and some bigger ones maybe, but all a tad smaller than your double pyramid station (yo seen it? I'm going to give it an AI as beacon+ launcher for defense) and special defense ships (your kraits possibly?) and some really small ones, zippy gnatlike guys, that can swarm from the perimeter buoys/stations

Priority is some tombs.

Oh, maybe a special dodec skin or slightly altered form, not sure. See what other people have to say.

going have a look at your nw work!

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Post by Rxke » Sat Jun 25, 2005 12:45 am

sarcophagoids, sounds cool, btw.

Selezen, i ued my version, (99% identical, except for the name that comes up on scanner, detail...) and that works...
also thought it was maybe semicolon, but i tried changing stuff, and ended up not knowing what i had changed....

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Post by Selezen » Sat Jun 25, 2005 12:46 am

Still nada on both counts. Dagnammit.

Rxke - can you convert the shipdata.plist file to ASCII, sweeing as when I installed your new version I lost all the changes I made to the original :oops: ? I know that the linux/pc versions can't handle the XML (according to the posts by dajt on the subject) and it might work with plain ASCII files.

I'm gettingthe impression that the PC version may not be able to handle addons at all. I have put the planetinfo.plist file in the oolite.app/COntents/Resources/config directory.

Right - I'm off to bed - will take another look at this in the morning.

Night all!

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Post by Arexack_Heretic » Sat Jun 25, 2005 1:07 am

Rxke wrote: (yo seen it? I'm going to give it an AI as beacon+ launcher for defense) and special defense ships (your kraits possibly?) and some really small ones, zippy gnatlike guys, that can swarm from the perimeter buoys/stations

Priority is some tombs.

Oh, maybe a special dodec skin or slightly altered form, not sure. See what other people have to say.

going have a look at your nw work!
-Ok, I think...Scarabs for ammo.
-I'll generate an alternate skin for the buoy, You like it black?
-Tombs are on the list.
-Ill wait for ideas on the dodecskin,
also: I don't have a template for this object. Nor a model to try it on, I've been building my own dodecs.
-Yes do that...*rushes off to post models*

*rushes back*
Please post a sceenshot, I havn't got a working version of Oolite.
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