Custom Escape Pod ?

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dertien
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Custom Escape Pod ?

Post by dertien »

Hm I am having a little issue with this:

In the shipdata.plist of an NPC cobbie I have this line:

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escape_pod_model = "escape-capsule-deluxe";
in the shipdata.plist of the escape capsule I have this line:

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roles = "escape-capsule-deluxe";
reading up on the wiki:
escape_pod_model

With this entry ships can have custom escape pods. (starting from version 1.65) You have to specify the role of your custom escape pod (not its entry-name).

Example:

"escape_pod_model" = "custom_pod";
but I get this in the log:

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21:23:16.712 [shipEntity.noEscapePod]: Ship <ShipEntity 0x16609f58>{"Cobra Mark III" position: (-34280.7, 75640.2, 95416.5) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} has no correct escape_pod_role defined. Now using default capsule.
:?:
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cim
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Re: Custom Escape Pod ?

Post by cim »

That implies that the custom escape capsule isn't actually being registered for that role. It may be worth checking for other errors in the Latest.log.

dertien
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Re: Custom Escape Pod ?

Post by dertien »

Hmmm, nothing else in the log...

here is the complete escape capsule shipdata.plist:

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{
	"HPC_escape_capsule" =
	{
		aft_eject_position = "0.0 0.0 -2.0";
		ai_type = "oolite-shuttleAI.js";
		cargo_type = "CARGO_SLAVES";
		energy_recharge_rate = 2;
		exhaust =
		(
			"0.0 0.0 -3.14 0.2 0.2 0.5"
			
		);
		forward_weapon_type = "WEAPON_NONE";
		is_template = 1;
		frangible = 0;
		materials =
				{
				"bbs_global_diffuse.png" =
					{
					diffuse_map = "bbs_global_diffuse.png"; 
					specular_color = ( 0.2, 0.2, 0.2 );
					shininess = 5; 
					emission_map = { name = "bbs_global_diffuse.png"; extract_channel = "a"; }; 
					emission_modulate_color = (0.9926, 0.9686, 0.7325);
					}
				};
		max_energy = 85;
		max_flight_pitch = 0.5;
		max_flight_roll = 0.5;
		max_flight_speed = 50;
		missile_launch_position = "0.0 0.0 4.5";
		missiles = 0;
		model = "escapepodluxe.dat";
		name = "Escape Pod";
		roles = "escape-capsule-deluxe";
		scan_class = "CLASS_CARGO";
		subentities = (
							{
								type = "flasher";
								position = (0.76, 0.57, -3.04);
								//color = yellowColor;
								colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
								initially_on = yes;
								frequency = 12;
								size = 1;
							},
							{
								type = "flasher";
								position = (-0.76, 0.57, -3.04);
								//color = yellowColor;
								colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
								initially_on = yes;
								frequency = 12;
								size = 1;
							},
							{
								type = "flasher";
								position = (-0.57, 0.02, 2.54);
								color = redColor;
								//colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
								initially_on = yes;
								frequency = 1;
								size = 1;
							},
							{
								type = "flasher";
								position = (0.57, 0.02, 2.54);
								color = greenColor;
								//colors = ({ hue = 61; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; }, { hue = 61; brightness = 0.0; });
								initially_on = yes;
								frequency = 1;
								size = 1;
							},
					"HPC_escpodship_lights 0.002751 0.024273 1.332883 1 0 0 0"
				);
		shaders = 
			{ 
				"bbs_global_diffuse.png" = 
				{ 
					vertex_shader = "bbs_normalmap_ships.vertex"; 
					fragment_shader = "bbs_stripes_npcs.fragment"; 
					textures = 
							(
								"bbs_global_diffuse.png", 
								"bbs_global_effects.png"
							);
					uniforms =
							{
								uColorMap = { type = texture; value = 0; };
								uEffectsMap = { type = texture; value = 1; };
								uTime = "universalTime";
								nearly_dead = "throwingSparks";	
								isHostile = "hasHostileTarget";
								hull_heat_level = "hullHeatLevel";
								engine_power = "speedFactor"; 
								laser_heat_level = "laserHeatLevel";							
								PaintColor1 = {type = "randomUnitVector"; scale = 0.8;};
								PaintColor2 = {type = "randomUnitVector"; scale = 0.8;};								
							}; 	
				};	
			};		
		smooth = "false";
		weapon_position_aft = "0.0 0.0 -1.67";
		weapon_position_forward = "0.0 0.0 4.18";
		weapon_position_port = "-1.31 0.76 0.34";
		weapon_position_starboard = "1.31 0.76 0.34";
	};

"HPC_escpodship_lights" = 
	{
			ai_type = "nullAI.plist";
					frangible = 0;
					//max_energy = 5;
						materials =
						{
							"emission.png" =
								{
								diffuse_map = "emission.png"; 
								emission_map = "emission-lights.png"; //colors cockpit, & navlights
								emission_modulate_color = (255, 252, 200, 0.75);
								}
						};
					model = "escapepodlights.dat";
					roles = "HPC_escapepodlights";
					script = "damageTransfer.js";
					name = "Escape Pod";
					smooth = "false";
	};
	/*
	// Commented out !
	"HPC_escape_capsule_player" =
	{
		like_ship = "HPC_escape_capsule";
		forward_weapon_type = "WEAPON_NONE";		
		roles = "player";
		view_position_aft = "0.0 10.94 -21.17";
		view_position_forward = "0.0 -5.11 16.4";
		view_position_port = "-25.0 1.5 -1.0";
		view_position_starboard = "25.0 1.5 -1.0";
		custom_views =
		(
			{
				view_description = "Rear View";
				view_orientation = "1.0 0.0 0.0 0.0";
				view_position = "0.0 0.0 -50";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Rear Right View";
				view_orientation = "0.9239 0.0 0.3827 0.0";
				view_position = "50.71 0.0 -50.71";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Right View";
				view_orientation = "0.7071 0.0 0.7071 0.0";
				view_position = "50.0 0.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front Right View";
				view_orientation = "0.3827 0.0 0.9239 0.0";
				view_position = "50.71 0.0 50.71";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front View";
				view_orientation = "0.0 0.0 1.0 0.0";
				view_position = "0.0 0.0 50.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Front Left View";
				view_orientation = "0.3827 0.0 -0.9239 0.0";
				view_position = "-50.71 0.0 50.71";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Left View";
				view_orientation = "0.7071 0.0 -0.7071 0.0";
				view_position = "-50.0 0.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Rear Left View";
				view_orientation = "0.9239 0.0 -0.3827 0.0";
				view_position = "-50.71 0.0 -50.71";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Top View";
				view_orientation = "-0.7071 0.7071 0.0 0.0";
				view_position = "0.0 50.0 0.0";
				weapon_facing = "FORWARD";
			},
			{
				view_description = "Bottom View";
				view_orientation = "0.0 0.0 0.7071 0.7071";
				view_position = "0.0 -50.0 0.0";
				weapon_facing = "FORWARD";
			}
		);
	};
	*/	
}
I shall have a quick look at the vanilla escape capsule entry
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dertien
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Re: Custom Escape Pod ?

Post by dertien »

changed escape capsule role to:

Code: Select all

roles = "escape-capsule-deluxe escape-capsule";
Still using the old one.

Must I use a like_ship reference ?
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Thargoid
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Re: Custom Escape Pod ?

Post by Thargoid »

Maybe because the HPC-escape-capsule (the one with the role) is marked up as a template ?

dertien
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Re: Custom Escape Pod ?

Post by dertien »

It is indeed T,

will post my findings.

Thanks
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dertien
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Re: Custom Escape Pod ?

Post by dertien »

grrrr,

still no dice, and now no error in log, nothing.
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