Ship code: how does it work?

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stranf
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Ship code: how does it work?

Post by stranf »

How does the ship code work?

--Is there anyway to create custom ships? I miss the larger frigate size ships from traditional ultima. It would be easy to use the existing graphics to create a larger vessel, the question is, is how do you move it? The reason the ships were small (There were large frigate sized ships in the alpha version) is because of the processing required to move them. On a small LAN only shard, processor isn't an issue, and it could be possible.

--Is there anyway to introduce some custom form of naval combat? Right now sea serpents aren't scary at all, you are basically invulnerable inside your ship.
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Xuri
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Post by Xuri »

You can create custom ships if you save them as multis. Then you have to edit the sourcecode to allow UOX3 to treat your multi as a ship. No idea how to do that.

Naval combat? Easy. Script yourself some cannons! ;D
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stranf
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Post by stranf »

yeah, I have some ideas about cannon scripting.

I was just wondering how the C++ source for the ships work. it usually takes everything on the ship and "carries it with it" when you travel. (PCs, walruses, etc.) I was wondering if the radius of this "carrying" is dependent on the multi, or if it is hardcoded as a constant.

For example, if I go into the multis and replace the normal "small ship" with a larger 2-masted ship, and then I add this into the game, would the existing source only "carry" the items that are lying on the footprint of the original smaller ship? Or would it carry everything on the larger vessel?
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Post by giwo »

The size of the multi is defined in the MUL files. Therefore if you added or changed a multi in the muls, it should function as expected (well, at least as well as the original ones do) in UOX3.
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