That part of the code spawns the ship control device directly to your datapad on creation.
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.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.
That file is already there but there is a part of the code that is closed with */ and /* just remove that and it should work.so just add that file to my server and Build ?
/*
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");
}
*/
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"); } */
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 hellso 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
nope that was my original post the code to unpack a ship from a chassis in your inventory isn't in game yet.so now that its enabled does this allow me to buy from the dealer to have my own ships ?
ah ok... thanks for your help, i am learning a lotnope that was my original post the code to unpack a ship from a chassis in your inventory isn't in game yet.