Boomslang Qbomb oscillator

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Jar
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Boomslang Qbomb oscillator

Post by Jar »

Just downloaded and installed the boomslang ship. They replicate all over the place!
I droped a q bomb and got hundreds of kills off it. But it never stopped! It would just
about die out and then it would flash again. Must be were the boomslangs were beaming in.
I watched if for about a half hour. It was the bomb that keeps on killing!
A very easy way to get a right on commander.

Everywhere I look; I see boomslangs! :shock:
Jar
Have fuel scoop will travel.
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Commander McLane
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Post by Commander McLane »

This is caused by the rather, errm..., unorthodox ship-adding script in Boomslang.oxp.

It reads

Code: Select all

{
    boomslang = (
        {
            conditions = ("shipsFound_number lessthan 3"); 
            do = ("addShipsAt: boomslang 1 pwm 16742 65777 22756"); 
        }
    ); 
}
This basically means that the engine adds BoomSlangs all the time. Actually there is no check performed, so ships are added conditionless.

Obviously this was just a test script (a non-working script on top of that).

You should be fine if you just throw script.plist away.

No, wait a minute. You wouldn't be fine, because the boomslangAI.plist is broken as well.

So, the surgery would require a little more time than I have got now. *sigh*

My only advice for now is: Try to fix the OXP yourself, or get someone else to fix it, or de-install it for the time being.
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JensAyton
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Post by JensAyton »

Commander McLane wrote:
This basically means that the engine adds BoomSlangs all the time. Actually there is no check performed, so ships are added conditionless.
Strictly speaking, it will add ships every time the script updates unless the previous call to checkForShips: by any other script returned 3. The counter is not reset after being used. This is, if anything, less useful than adding Boomslangs all the time. :-)
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Jar
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Post by Jar »

Commander McLane wrote:
My only advice for now is: Try to fix the OXP yourself, or get someone else to fix it, or de-install it for the time being.
I will look at it. It's a nice looking ship. At the very least, maybe I can break it in a new way!
where did I put that sonic screwdriver......
Jar
Have fuel scoop will travel.
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Jar
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Post by Jar »

The original Boomslang had many problems; mostly due to it not being
finished. My skills at ship making are not up to the level of the original
author. So I've stripped down the Boomslang and "fixed" the problems mostly by
removing the ambitious and unfinished work of the original. Here's what I did:

1) Deleted the scrip.plist file from the config Dir.
2) Deleted the entire AI Dir. It looked like it might be cool but I'm
not up to speed on AI scripts.
3) Added views and weapon positions that function for the player
version. These may not be totally consistent with the physical model of the
ship. I went with what worked so I could fly it and shoot at targets.
4) Added an ejection location.
5) Added the AI route1trader.plist
6) Added the role of trader.
7) And my own personal foible; boosted the missiles to 6. Six is the
minimum acceptable to me. One for a fuel tank so I can always injector fly.
One for a Q bomb because I detest the E bomb. And four missiles because I need
four to shoot at the wolf packs that otherwise I'd have to run from.
Jar
Have fuel scoop will travel.
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FSOneblin
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Re: Boomslang Qbomb oscillator

Post by FSOneblin »

Jar wrote:
Everywhere I look; I see boomslangs! :shock:
Oh dear, were you high when this happened, or do we need to get the moray medic's? (sorry, I could not resist)

Don't Panic: FSOneblin
Don't panic

Now an "adult!"
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