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Expansion The Classic X-ships

Content

Warnings

  1. Information URL mismatch between OXP Manifest and Expansion Manager string length at character position 0
  2. Unknown key 'upload_date' at https://wiki.alioth.net/img_auth.php/9/9f/Classic_X-ships.oxz!manifest.plist

Manifest

from Expansion Manager's OXP list from Expansion Manifest
Description A beautiful modern re-work of some of Aegidian's X-ships. Includes the Asp-X, Cobra2-X (plus a new Courier/player version) and the Sidewinder-X (plus a new player version). A beautiful modern re-work of some of Aegidian's X-ships. Includes the Asp-X, Cobra2-X (plus a new Courier/player version) and the Sidewinder-X (plus a new player version).
Identifier oolite.oxp.smivs.ClassicXShips oolite.oxp.smivs.ClassicXShips
Title The Classic X-ships The Classic X-ships
Category Ships Ships
Author Smivs Smivs
Version 1.0 1.0
Tags
Required Oolite Version
Maximum Oolite Version
Required Expansions
Optional Expansions
Conflict Expansions
Information URL n/a
Download URL https://wiki.alioth.net/img_auth.php/9/9f/Classic_X-ships.oxz n/a
License CC-BY-NC-SA 3.0 CC-BY-NC-SA 3.0
File Size n/a
Upload date 1610873395

Documentation

Also read http://wiki.alioth.net/index.php/The%20Classic%20X-ships

readMe.rtf

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The Classic X-ships}
\par \pard\plain \s0\nowidctlpar{\*\hyphen2\hyphlead2\hyphtrail2\hyphmax0}\aspalpha\ltrpar\cf0\kerning1\dbch\af5\langfe2052\dbch\af6\afs24\alang1081\loch\f3\fs24\lang2057\rtlch \ltrch\loch

\par \pard\plain \s0\nowidctlpar{\*\hyphen2\hyphlead2\hyphtrail2\hyphmax0}\aspalpha\ltrpar\cf0\kerning1\dbch\af5\langfe2052\dbch\af6\afs24\alang1081\loch\f3\fs24\lang2057{\rtlch \ltrch\loch
A modern remake of some of Aegidian's early OXP ships. }
\par \pard\plain \s0\nowidctlpar{\*\hyphen2\hyphlead2\hyphtrail2\hyphmax0}\aspalpha\ltrpar\cf0\kerning1\dbch\af5\langfe2052\dbch\af6\afs24\alang1081\loch\f3\fs24\lang2057{\rtlch \ltrch\loch
Asp-X}
\par \pard\plain \s0\nowidctlpar{\*\hyphen2\hyphlead2\hyphtrail2\hyphmax0}\aspalpha\ltrpar\cf0\kerning1\dbch\af5\langfe2052\dbch\af6\afs24\alang1081\loch\f3\fs24\lang2057{\rtlch \ltrch\loch
Cobra2-X* }
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Sidewinder-X}
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*with new Cobra2-C variant.}
\par \pard\plain \s0\nowidctlpar{\*\hyphen2\hyphlead2\hyphtrail2\hyphmax0}\aspalpha\ltrpar\cf0\kerning1\dbch\af5\langfe2052\dbch\af6\afs24\alang1081\loch\f3\fs24\lang2057\rtlch \ltrch\loch

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This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.}
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Authored by Smivs.}
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Full info on the wiki.}
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Equipment

This expansion declares no equipment. This may be related to warnings.

Ships

Name
classicShipsEngine1
classicShipsEngine2
classicShipsGun
classic_asp_x
classic_asp_x-player
Asp-X
Cobra2-X
Cobra2-C
Cobra2-C
Cobra2-X
classic_sidewinder_x
classic_sidewinder_x-player
Sidewinder-X

Models

This expansion declares no models. This may be related to warnings.

Scripts

Path
Scripts/classicShipsScript.js
"use strict"; 

// Standard attributes 
this.name           = "classicShipsScript.js"; 
this.author         = "Smivs"; 
this.copyright	    = "© Smivs"; 
this.licence        = "Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License"; 
this.version        = "1.0"; 
this.description    = "Script to render ship derelict upon ejection of pilot - Classic X-ships" 


this.shipLaunchedEscapePod = function()
{
  this.switchFlashersAITimer = new Timer(this, this.$switchFlashersOff,8); // timer to switch off flashers after 8 seconds
  this.switchHullTexTimer = new Timer(this, this.$switchHullTex,12); // timer to switch off hull lights emission map after 12 seconds
  this.rotateDerelictTimer = new Timer(this, this.$rotateDerelict,25); // timer to start derelict rotation after 25 seconds
  this.switchEngineTexTimer = new Timer(this, this.$switchEngineTex,35); // timer to switch engines textures to derelict version after 35 seconds
}
this.$switchFlashersOff = function()
{
  this.ship.lightsActive = false; // turns flashers off
}
this.$switchHullTex = function()
{
  var $classicShipsTexture = this.ship.scriptInfo.classicShipsTexture; // uses scriptInfo key to build ship's default texture name
  var $classicShipsDiffuse = this.ship.scriptInfo.classicShipsDiffuse; // uses scriptInfo key to build ship's diffuse_map name
  var $classicShipsLighting = this.ship.scriptInfo.classicShipsLighting; // uses scriptInfo key to build ship's emission_map name
  var $classicShipsDerelict = this.ship.scriptInfo.classicShipsDerelict; // uses scriptInfo key to build derelict emission_map name
  var $classicShipsNormal = this.ship.scriptInfo.classicShipsNormal; // uses scriptInfo key to build ship's normal_map name
  var $classicShipsSpecular = this.ship.scriptInfo.classicShipsSpecular; // uses scriptInfo key to build ship's specular_map name
  var material = new Object(); // declare variable
  material[$classicShipsTexture] = {diffuse_map:$classicShipsDiffuse, emission_map:$classicShipsDerelict, normal_map:$classicShipsNormal, specular_map:$classicShipsSpecular}; // set up material entry
  this.ship.setMaterials(material); // apply material
}
this.$rotateDerelict = function()
{
  this.rotateVector = Vector3D.randomDirection(); // creates a random axis of rotation.
  this.rotateSpeedFactor = (Math.random() * (0.05) + 0.05); // creates a random rotate speed factor between 0.05 and 0.1 - 0.1 will result in a rotation speed of approx 1 full rotation every 63 seconds, 0.05 in a rotation speed of approx 1 full rotation every 126 seconds.
  this.rotateDerelictCallBack = addFrameCallback(this.rotateFunction.bind(this)); // create FrameCallback
}
this.rotateFunction = function(delta) // delta is the time in game seconds since the last frame.
{
  if (!this.ship.isValid){removeFrameCallback(this.rotateDerelictCallback);delete this.rotateDerelictCallback;return;} // end FrameCallback is ship has died;
  if (delta === 0){return;} // do nothing if game is paused;
  var newOrientation = this.ship.orientation.rotate(this.rotateVector,delta*this.rotateSpeedFactor); // calculates new orientation, using delta as a factor so that rotation speed is constant across varying frame rates. delta*this.rotateSpeedFactor is a value in radians. There are approx 6.3 radians in a full rotation.
  this.ship.orientation = newOrientation; // applies new orientation;
}
this.$switchEngineTex = function()
{
  var $onTexture; // declare variable
  var $offTexture; //declare variable
  var material = new Object(); // declare variable
  var subents = this.ship.subEntities; // create array of subents
  var counter = 0; // set up loop to check if subent is an engine and if so change texture to derelict version
  var subentsLength = subents.length;
  for (counter = 0; counter < subentsLength;counter++)
    {
      if (subents[counter].scriptInfo.engineOnTexture)
	{
	  $onTexture = subents[counter].scriptInfo.engineOnTexture; // uses scriptInfo key to build engine texture name
	  $offTexture = subents[counter].scriptInfo.engineOffTexture; // uses scriptInfo key to build derelict engine texture name
	  material[$onTexture] = {emission_map:$offTexture}; // set up material entry
	  subents[counter].setMaterials(material); // sets material
	}
    }
}
this.entityDestroyed = function()
// stop timers
{
  if(this.switchFlashersAITimer)
    {
      if (this.switchFlashersAITimer.isRunning) 
        {
          this.switchFlashersAITimer.stop();
          delete this.switchFlashersAITimer;
        }
     }
  if(this.switchHullTexTimer)
     {
       if (this.switchHullTexTimer.isRunning) 
         {
           this.switchHullTexTimer.stop();
           delete this.switchHullTexTimer;
         }
     }
  if(this.rotateDerelictTimer)
     {
       if (this.rotateDerelictTimer.isRunning) 
         {
           this.rotateDerelictTimer.stop();
           delete this.rotateDerelictTimer;
         }
      }
  if(this.switchEngineTexTimer)
     {
       if (this.switchEngineTexTimer.isRunning) 
         {
           this.switchEngineTexTimer.stop();
           delete this.switchEngineTexTimer;
         }
      }
}