Difference between revisions of "Talk:Oolite JavaScript Reference: Shipdata scripts"
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(Comments from Thargoid) |
(Move to Ship scripts) |
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− | [http://aegidian.org/bb/viewtopic.php?p=90141#90141 Thargoid comments] that there is some room for expansion: |
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− | * this.[[Oolite JavaScript Reference: world script event handlers#spawnedAsEscort|shipSpawnedAsEscort]] might also be worth mentioning. |
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− | * this.[[Oolite JavaScript Reference: world script event handlers#shipDied|shipDied]] also triggers when a ship is removed by script. |
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− | * This is an ideal place to include a brief tutorial about linking such a ship script to the ships AI plist too (AI - [[OXP howto AI#Miscellaneous|sendScriptMessage]]: , js - this.[[Oolite JavaScript Reference: Ship#AIState|ship.AIState]], this.[[Oolite JavaScript Reference: Ship#reactToAIMessage|ship.reactToAIMessage]]). Advanced player stuff but a fair few examples around (some of mine and some of Erics for example, plus several others). |
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− | * script_action is more than [[Oolite JavaScript Reference: world script event handlers#shipDockedWithStation|shipDockedWithStation]] and Oolite [[Oolite JavaScript Reference: world script event handlers#shipWasScooped|shipWasScooped]], it can be any of the [[Oolite JavaScript Reference: world script event handlers|worldScript]] events. Certainly valid examples thereof, but people might take it as indicative of all that can be done. |
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− | *The script is unique for that given ship (if you spawn two ships of that particular type, they will both run the same script but independent examples thereof). |
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− | *It is possible to pass parameters from the [[Shipdata.plist|shipdata.plist]] to the script (via the [[Shipdata.plist#script info|script_info]] key). Again advanced-player stuff but not so difficult. |
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− | [[User:Pmw57|Pmw57]] 14:04, 9 October 2009 (BST) |