Doing some debugging, have a question

Hey, I'm doing general debugging + seeing whether my roommate can do some of the concourse art. I wanted to know a few things about the code so I don't have to reinvent the wheel, just point me to the appropriate file:

*What governs tractor beam behavior?
*What controls switching between fighters/subunits?
*What makes you able to "free" or "enslave" captured pilots?
*What controls how eject works? (I understand it's just create pilot + transfer control to it)

Reason why I am asking is that I want to be able to make sure you can use multiple ships properly, for when you have wingmen or for when you eject from your ship.

Right now it's possible to eject from a ship, transfer control back to your ship, tractor your "former self" in, and repeat. At 650 credits a pop for when you go back home and sell your enslaved clones, it's not bad business! I want to make it so there can be only one object of type pilot/eject and of allegiance privateer on the board at any one time. Which are the files that control the current behavior?

Sorry for the nitpicking, but that's what I can do to help -- just point me in the right direction and I'll have it fixed by today probably. Ciao!
 
1) tractor beam behavior? weapons_list.xml has 2 numbers for the tractor beam... they have to be equivalent and opposite sign...and they indicate the strength in kilonewtons
2) ] controls switching between subunits on your ship (press once to get in turret, once to get back to main hud, once to get to second turret, once to get back to main hud) [ goes between ships... of your same faction (i.e. wingmen or missiles)
3) you can free any slaved pilots.... you can enslave any non-hitchhikers (hitchhikers are too savvy to be enslaved...they'll avoid it with their towels and brains... this makes it so you can't run a bunch of profitable slaves...then get scanned..free them briefly then re-enslave them...by freeing them you give them the means to avoid being enslaved a second tiem
4) that's done in the C++ code...you'd have to be able to compile it to fiddle with its workings... I can help you compile if you have visual studio 7.1

ya... the transferring controls to ejected pilot thing is kinda silly... maybe I can put some logic to prevent that--I'm sure a user can't change this behavior...
I could also make ejecting just blow up your ship ;-) or change its faction so you couldn't switch back (to unknown?)
 
Thanks for the clarification! I tried to do the "free slaves" thing and it works, however, my question is -- how is that controlled in code? I ask because I would like to fix the "tractored-in then ejected pilot appears as a cargo box rather than as an ejector seat" issue. This will also do a few more things, for example:

I'm in a Drayman and I eject. I dock with my Drayman and pick up (buy for $0) a Demon I was carrying in it, so I can kill some pirates. I come back. In the "My fleet" thing, now there is a Pilot ship which I cannot climb back onto! This is because it's STILL tagged as cargo despite my best efforts (put it in the starship category, add a units.csv entry for an object named pilot, and so on).

My question is: is this controlled in the binary code or in a .py file? And if the latter, which one? I can't find it nor I can find the bit about letting you turn slaves into hitchhikers with a keypress.
 
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