Ambrosia Garden Archive
    • How to change the start up ship?


      how can a plug have the pilot start in a different ship from the shuttle and peculiar to that pilot? Without substituting the new ship for #128 which then has every trader getting around in the new ship.

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    • Quote

      Originally posted by Kevin Jordan:
      **
      how can a plug have the pilot start in a different ship from the shuttle and peculiar to that pilot? Without substituting the new ship for #128 which then has every trader getting around in the new ship.

      **

      The only way to change the starting ship is to change the id of the ship you want to start in.

      So to do what you want:

      1. You have to switch the ship which you want to start in with the Shuttle, then
      2. Change the düde Resource so that all the ex-Shuttles are now Shuttles again! 🙂

      Rodger

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      (url="http://"http://www.sutherland-studios.com.au/family/evo_software.html")R & R software(/url)

    • Just cuz he didn't mention it:
      the player starts with the ship with res ID #128 at the spob with res ID #128. The shuttle is usually at that first res ID, so...

      sarcas

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    • Correct Rodger. The only way is to either switch around the resources or edit the shuttle. No other way around it.

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      To Escape Velocity: Nova and Beyond!
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      Millennium. Its coming, prepare for it.
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    • sorry, just a correction to avoid confusion. starts in syst 128, not spob.

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      I probably should put some witty remark here. But I won't.

    • Quote

      Originally posted by Captain Carnotaur:
      **Correct Rodger. The only way is to either switch around the resources or edit the shuttle. No other way around it.
      **

      Not entirely true. <self-hype>I made an applescript appl that lets you edit a pilot file. This would allow you to give the player a different ship and start them on a spob other than 128. It hasn't been fully tested, but I haven't heard any big reports. You can get it at (url="http://"http://phair.rit.edu/~seant/EV/PFEv2b.sit.hqx")http://phair.rit.edu.../PFEv2b.sit.hqx(/url) .</self-hype>

      You would, of course, have to supply a pre-made pilot file with the plugin.

      A few draw-backs:

      1.) The appl is AppleScript, which means editing things with lots of info (systs, spobs, etc) can be painfully slow. Single variable things like what ship the player has or the last spob they landed can be edited without waiting.
      2.) EVO assumes that if you load a file, you've already seen the intro screen and text...even if the pilot files claims you haven't seen them. Not much you can do about this.

      If you try the pilot editor, let me know about any problems you run into so I can fix them.

      -STH

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    • Can you send me the script text? That version is non editable and I'd like to see it. I do a bit of AS myself.

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      I probably should put some witty remark here. But I won't.

    • Yeah, send me the script text, too.

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    • Quote

      Originally posted by Arada Pilot:
      **Can you send me the script text? That version is non editable and I'd like to see it. I do a bit of AS myself.
      **

      Have you tried it? If so, did it work ok for you?

      I know I'll come off sounding like an *sshole , but I'm having a conflict on releasing the script. One the one hand, releasing the script will let others improve on it (the open-source argument). On the other, I spent a long time trying to understand the EVO pilot file and am not quite ready to let go of this (egoistic excuse).

      At some point I'd like to see this translated to C/C++ to increase the speed, but I'd be ok with that.

      Let me try and understand why I feel so territorial. If it's for a stupid reason, I'll release it.

      -STH

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      (This message has been edited by seant (edited 12-18-2000).)