Stealth OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Thargoid
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Stealth OXP

Post by Thargoid »

A new little mission OXP designed to show off the new scanner features of 1.74 (OXP will not run on 1.73.x or lower).

Set in Galaxy 3, and for players of Dangerous rank or higher (512+ kills), this OXP offers a small mission on behalf of the Galactic Navy to hunt down and destroy a wing of new and experimental stealth ships that have been stolen.

To undertake the mission, visit the main station in the Beenboer system and await instructions...

- = = Download Stealth OXP here = = -
Last edited by Thargoid on Thu Jul 21, 2011 7:34 pm, edited 3 times in total.
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Post by Fatleaf »

I'm having a little problem. V unir orra gb Orraobre naq jrag gb Yrdhran jurer vg fnvq, ohg V unir orra sylvat nebhaq sbe ntrf ohg pnaabg svaq gur Oneenphqn'f be gurve onfr. Jung nz V zvffvat.

Sorry for the orkish but don't want to add spoilers.
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Post by Thargoid »

No problem with Orkish - it's a close cousin of our language :twisted:

Can you look in your save game and let me know what you have for values for the following mission variables?

stealth_mission
stealth_barraCount
stealth_barraKills
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Post by Fatleaf »

stealth_mission = GO_GET_EM
stealth_barraCount = 0
stealth_barraKills = 0

Thanks for your help.
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Post by Thargoid »

For some reason there seems to be a lump missing out of one of the OXP scripts (including the bit that actually spawns the base!).

I'll double-check tonight and upload a fixed version. Odd that no-one has reported this before, as the OXP has been downloaded 301 times...
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Post by Fatleaf »

Thargoid wrote:
Odd that no-one has reported this before, as the OXP has been downloaded 301 times...
Well you did call it "Stealth", so maybe they thought it just really difficult to find! :wink:
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Post by Thargoid »

OK, just uploaded version 1.01 with a fixed script.
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Post by Mauiby de Fug »

I headed off to the correct system, and initially couldn't find the base.

So I saved, remembered reading that there used to be a problem with this oxp about things not appearing, found this thread, and then went hunting in the scripts.

While I failed to find anything that might explain why on my first attempt, I did notice that the base is only spawned when a this.shipWillExitWitchspace event happens. Meaning that when I reloaded Oolite, I had to jump out to the nearest system and jump back in again before the base appeared.

I'm still not sure why I couldn't find it to begin with... I saved my game using the SaveAnywhere oxp at the Seedy Space Bar when I first jumped in-system, before going hunting for the base. It's possible that I managed to get myself blown up and forgot about it, and then the game started from the space bar again and that's why I couldn't find it to begin with, or I'm just incompetent.

That aside, the spawning should probably take place when the ship is launched from the station as well, so that if someone did head to the station and save their game, and then restarted Oolite from that saved game, they would still be able to find the base.

Anyways, I took out the base and 4 of the 6 ships, so I'm heading back to report!
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Re: [BUGFIX] Stealth OXP - v1.01

Post by bjasspa »

Thargoid

I believe there is a bug in the latest version of this mission (v1.02), not sure about earlier versions. There are a couple of 'break's missing in the main mission status function's case statement which means that if the status is 'BASE_DESTROYED' it goes on through 'BASE_INTACT' rather than breaking out. As a result the mission reports the base is still intact even when you've destroyed it.

Below is a diff of a fixed version which seems to work. Thanks for an entertaining mission,

Steve
*** c:\games\Oolite\AddOns\Stealth 1.02.oxp\Config\script.js.~0~ Tue Nov 2 19:19:54 2010
--- c:\games\Oolite\AddOns\Stealth 1.02.oxp\Config\script.js Fri Feb 25 19:12:31 2011
***************
*** 109,114 ****
--- 109,115 ----
break;
}
}
+ break;
}
case "BASE_INTACT": // mission over - base intact
{
***************
*** 144,149 ****
--- 145,151 ----
break;
}
}
+ break;
}
}
return;
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Re: [BUGFIX] Stealth OXP - v1.01

Post by Thargoid »

Well spotted, and quite correct (the joy of a switch within a switch...).

Version 1.03 now uploaded to fix that problem. Thanks.
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Re: [BUGFIX] Stealth OXP - v1.03

Post by TGHC »

Great post bjasspa

New to the BB and not only do you find a bug, but come up with a fix as well.

The last time I wrote a post like this was for Eric Walch :wink:
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Re: [BUGFIX] Stealth OXP - v1.03

Post by Eric Walch »

TGHC wrote:
The last time I wrote a post like this was for Eric Walch :wink:
That is long ago, but you are right, you have a good memory over these years :wink:
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Re: [BUGFIX] Stealth OXP - v1.03

Post by Cody »

TGHC wrote:
give that man a coconut!
Now where have I heard that before?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [BUGFIX] Stealth OXP - v1.03

Post by Smivs »

El Viejo wrote:
TGHC wrote:
give that man a coconut!
Now where have I heard that before?
Don't start! You never know where these things will lead......

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Re: [BUGFIX] Stealth OXP - v1.03

Post by Okti »

Strict Play :twisted:
My OXP's
And Latest Mission Coyote's Run
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