Ship unpacking

Joined
Jan 16, 2015
Messages
128
#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
 
Joined
Jan 16, 2015
Messages
128
#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

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Staff member
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Joined
Feb 13, 2012
Messages
277
#4
That part of the code spawns the ship control device directly to your datapad on creation.
 
Joined
Jan 16, 2015
Messages
128
#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.
 
Joined
Feb 19, 2017
Messages
102
#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?
 
Joined
Jan 16, 2015
Messages
128
#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");
                    }
                    */
 
Joined
Oct 10, 2017
Messages
275
#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).
 
Joined
Feb 19, 2017
Messages
102
#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
 
Joined
Feb 19, 2017
Messages
102
#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:
Joined
Jan 16, 2015
Messages
128
#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
 
Joined
Feb 19, 2017
Messages
102
#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 ?
 
Joined
Oct 10, 2017
Messages
275
#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.