Ship unpacking

Jan 16, 2015
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#1
Hi all,

I would like to get ships deeds to unpack to the datapad but when i click on the radial menu in my inventory it doesn't give me the option. I am struggling to find where this would be implemented.

Can anyone advise me where I need to look?

Many Thanks

Gyran
 
Jan 16, 2015
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#3
ahh ok thank you,

how have some of the servers managed to get around it too allow atmospheric flight? 

I know there is a bit in the playercreationmanager that can enable it. I just can't see how without being able to deploy a ship?
 

Lasko

Moderator
Staff member
Moderator
Feb 13, 2012
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#4
That part of the code spawns the ship control device directly to your datapad on creation.
 
Jan 16, 2015
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#6
so does that mean that as soon as the toon is made the ship un packs its self to the data pad ?
Yes if you enable that bit of code a toon will get that ship only in their datapad on creation. I would be careful with it though. We had to turn it off again because due to on going changes with way Emu works as made atmospheric even more buggy. We have experienced memory drains and client crashes.
 
Feb 19, 2017
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#7
Yes if you enable that bit of code a toon will get that ship only in their datapad on creation. I would be careful with it though. We had to turn it off again because due to on going changes with way Emu works as made atmospheric even more buggy. We have experienced memory drains and client crashes.
ok, is there a copy of that file some wheres that i could have a look at it?
 
Jan 16, 2015
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#11
Code:
/*
                    Reference<ShipControlDevice*> shipControlDevice = zoneServer->createObject(STRING_HASHCODE("object/intangible/ship/sorosuub_space_yacht_pcd.iff"), 1).castTo<ShipControlDevice*>();
                    //ShipObject* ship = (ShipObject*) server->createObject(STRING_HASHCODE("object/ship/player/player_sorosuub_space_yacht.iff"), 1);
                    Reference<ShipObject*> ship = zoneServer->createObject(STRING_HASHCODE("object/ship/player/player_basic_tiefighter.iff"), 1).castTo<ShipObject*>();
                    shipControlDevice->setControlledObject(ship);
                    if (!shipControlDevice->transferObject(ship, 4))
                        info("Adding of ship to device failed");
                    ManagedReference<SceneObject*> datapad = playerCreature->getSlottedObject("datapad");
                    if (datapad != nullptr) {
                        if (!datapad->transferObject(shipControlDevice, -1)) {
                            shipControlDevice->destroyObjectFromDatabase(true);
                        }
                    } else {
                        shipControlDevice->destroyObjectFromDatabase(true);
                        error("could not get datapad from player");
                    }
                    */
 
Likes: Polariszene
Oct 10, 2017
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#12
Concerning Atmos Flight i never made it work. The server always built fine but i always got frozen server when tried to create a new toon.

That option is strange and a waste of memory and crashes and nothing interesting, just for fun (i guess).
 
Likes: Polariszene
Feb 19, 2017
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#13
i'm going to give it a go and see what happens...... i never got the chance to play jump to light speed or atmospheric flight
 
Feb 19, 2017
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#14
Code:
/*
                    Reference<ShipControlDevice*> shipControlDevice = zoneServer->createObject(STRING_HASHCODE("object/intangible/ship/sorosuub_space_yacht_pcd.iff"), 1).castTo<ShipControlDevice*>();
                    //ShipObject* ship = (ShipObject*) server->createObject(STRING_HASHCODE("object/ship/player/player_sorosuub_space_yacht.iff"), 1);
                    Reference<ShipObject*> ship = zoneServer->createObject(STRING_HASHCODE("object/ship/player/player_basic_tiefighter.iff"), 1).castTo<ShipObject*>();
                    shipControlDevice->setControlledObject(ship);
                    if (!shipControlDevice->transferObject(ship, 4))
                        info("Adding of ship to device failed");
                    ManagedReference<SceneObject*> datapad = playerCreature->getSlottedObject("datapad");
                    if (datapad != nullptr) {
                        if (!datapad->transferObject(shipControlDevice, -1)) {
                            shipControlDevice->destroyObjectFromDatabase(true);
                        }
                    } else {
                        shipControlDevice->destroyObjectFromDatabase(true);
                        error("could not get datapad from player");
                    }
                    */
so i got it to work, but my ship looks like a pan cake in flight lol i take it once a ship is destoryed their is no way to get another one ?
 
Last edited:
Jan 16, 2015
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#15
so i got it to work, but my ship looks like a pan cake in flight lol i take it once a ship is destoryed their is no way to get another one ?
if you set it too allow damage then yes.. by default the ships are set to not damage because of that reason.. as for pancake if you crash into something it goes back to 3d again.. crash again 2d... then 3d etc as mentioned it is buggy as hell
 
Likes: Polariszene
Feb 19, 2017
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#16
if you set it too allow damage then yes.. by default the ships are set to not damage because of that reason.. as for pancake if you crash into something it goes back to 3d again.. crash again 2d... then 3d etc as mentioned it is buggy as hell
so now that its enabled does this allow me to buy from the dealer to have my own ships ?
 
Oct 10, 2017
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#20
Try to change the tie fighter iff for another ship type.
As i said i could never check this option because mine gets frozen.