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Building: Starports (Docks)

A dock (starport) is a group of object, you'll be shocked to learn.

You need a location to act as the "docks". ie the central location. For Cryosphere this is "level1_1". This location has an array "dock.0", "dock.1", (with dock.count) which contain a list of the locations that act as docks. You can also have a "room" array containing rooms which get dock messages but don't act as a dock. (eg level2_18 does this with Cryo's dock).

All of these locations must have a "dock" property pointing back to the dock.

Making a panel

Just make a fixed object and change it's "on_examine" property to "dslist".

Advertising Your Dock So Private Ships Can Use It

dock.codeThe ID code of the starportBCRBNMBASAGB
dock.infothe access info of the starportbritishbritish:undbritish:modamerican
dock.titlethe name of the starport itselfthe CryosphereNewman SpaceportAber StationGeorge Bush Spaceport
dock.citythe city the starport is based in (if any)Nicespot
dock.planetthe planet the starport is based on (if any)NewmanNew West
dock.starthe star system the starport is based on (if any)MusicMusicMusicKennedy
3.0 will add unlockable fast travel via the use of private ships. In order for your port to be unlockable, you must provide a waypoint object, which should be a clone (made with auto of ships_waypoint_1. Place this in some central area of your starport. In this room set the "navtarget" property to point to the main dock room once again.

Making things pretty

At the central dock location, you should set "dock.name" to a string like "at the ^BCryosphere^n" or "on ^ASkinner^n" or "at ^AKingston^n, ^ANew Antarctica^n". This will make the landing messages better.

"dock.head" should be whatever ought to go on the topleft of "list", ie "Port", "Bay", "Pad", "Terminal", or what have you. (the common prefix of all the dock location names).

Then, in each actual dock set "port.name" to "3" or "4" or whatever.