Here's what I am going to do for my own scannable planets:
Insert a neutral at the same point as the planet. Set an event to physically lower the neutral on the Y Axis (there's a code snippet for that, thank you Steve:)
<event> <!-- within one tic -->
<if_object_property property="positionY" name="NEUTRAL1" comparator="NOT" value="-500" />
<if_object_property property="positionY" name="NEUTRAL1" comparator="GREATER_EQUAL" value="-490" />
<if_object_property property="positionY" name="NEUTRAL1" comparator="LESS_EQUAL" value="-510" />
<set_object_property property="positionY" value="500" name="Neutral1" />
</event>
THEN use the Set Description command to change the appearance on the science console.
<set_ship_text name="Neutral1" race="M-Class" class="Planet" desc="Unexplored Planet" scan_desc="Primitive cultutre, pre-warp. Consistent with Earth Iron Age." />
THEN use the artscale property to make our neutral ship tiny, set the collision radius to 0 and finally cripple its systems using the set_object_property command OR the AI direct command.
You may have to go through and see if there's anything else to make the neutral ship a hunk of unresponsive rock, then drop your generic mesh planet on top of that and in theory: scannable planet. (I hope. I'm off to go and test this now.)
By the way if anyone comes up with anything better, I'm all ears!3
[Last edited Feb 01, 2013 10:26:59]
"We should give him the send-off he deserves. He died saving us all. Prepare a Rocket-Shed for immediate launch."