military fiasco

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

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CmdrLUke
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Post by CmdrLUke »

Eric Walch wrote:
Maintenance update.

I added a script to the military ships subentities. Special for the guys that loved to shoot of the subentities before going for the big kill. (see for yourself what happens)

Military Fiasco 2.4
Thanks for that, my favorite part of fighting Imperial Couriers is blowing away their rotating "engines". More ships should have shootable entities that take away capabilities (speed / maneuverability / lasers / etc.) when destroyed, that's great fun!
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Post by Commander McLane »

You know, of course, that the IC is not from Military.oxp?!?
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Eric Walch
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Post by Eric Walch »

I detected a serious bug in the last 2.4 version. When the non mission version of the Leviathan is added to the system, Oolite 1.71 will keep adding escorts to the system until the system maximum is reached (several hundreds). I only this week could link this hangs on my system to this oxp. A new version can be found on the wiki page:

Military Fiasco 2.4.1

Symptom for the bug is a hang after entering the system. And after several minutes you see an extremely large amount of purple blibs appearing on your scanner.

--

And when you don't want to download the whole thing you can open the script folder, in this open the leviathanEscort.js and replace the two occasions of this.spawnedAsEscort by this.shipSpawned
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Eric Walch
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Post by Eric Walch »

I just uploaded version 2.5 of Military Fiasco.

No real changes compared with the previous version. But this version used the new mission screen of Oolite 1.74 and this version should be used together with the new Oolite 1.74.

(As long as the wiki is read only you can access it in my signature below)
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Mauiby de Fug
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Post by Mauiby de Fug »

A couple of things from my log file:
[ai.load.failed.unknownAI]: Can't switch AI for <ShipEntity 0xa78efc20>{"Military Rattle Cutter"} from militaryFiascoEscortAI.plist:LOOK_FOR_BUSINESS to "route1PatrolAI.plist" - could not load file.
[script.javaScript.exception.notFunction]: ***** JavaScript exception (leviathanFighter 1.01): TypeError: attacker.reactToMessage is not a function
[script.javaScript.exception.notFunction]: /home/robert/.Oolite/AddOns/military Fiasco 2.5.oxp/Scripts/leviathanFighter.js, line 23.
I'm sure that the AI ought to be "route1patrolAI.plist". (militaryFiascoEscortAI.plist, line 43)

I would guess that that the function should be "attacker.reactToAIMessage" (although this is just based on having a nosey through the other scripts in the file...)?
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Eric Walch
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Post by Eric Walch »

Mauiby de Fug wrote:
A couple of things from my log file:...

I'm sure that the AI ought to be "route1patrolAI.plist". (militaryFiascoEscortAI.plist, line 43)

I would guess that that the function should be "attacker.reactToAIMessage" (although this is just based on having a nosey through the other scripts in the file...)?
Thanks for spotting. On both occasions you are right. I corrected both in my original. But none is critical so I'll wait with uploading until a next maintenance upload.
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Post by Mauiby de Fug »

No probs! Both duly corrected! Cheers for the quick response! 'Tis one of the most impressive things about Oolite - the dedicated support from the community!
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Post by Mauiby de Fug »

I would seems that I was wrong with my guess:
[script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (leviathanFighter 1.01): Error: Ship.reactToAIMessage: Cannot modify AI for player.
[script.javaScript.exception.ooliteDefinedError]: /home/robert/.Oolite/AddOns/military Fiasco 2.5.oxp/Scripts/leviathanFighter.js, line 23.
A Military Leviathan appeared, and I decided to kill it (because, hey, why not!). When I saved my game, I had a look, and the above message appeared 32 times consecutively in the log file.
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Post by Namttep »

oolite crashes when I'm fighting hydra's now, killed one, there was another one in the system, whilst I was fighting it, Oolite crashed, I'd given it a hammering it was shooting orange, and yellow sparks, I was heading in for the kill and the game just crashed to the desktop... uninstalled the oxp for now. will reinstall when I upgrade my computer.

great oxp, just having crash problems, I guess my system is borderline for running the game.
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Post by Commander McLane »

Mauiby de Fug wrote:
I would seems that I was wrong with my guess:
[script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (leviathanFighter 1.01): Error: Ship.reactToAIMessage: Cannot modify AI for player.
[script.javaScript.exception.ooliteDefinedError]: /home/robert/.Oolite/AddOns/military Fiasco 2.5.oxp/Scripts/leviathanFighter.js, line 23.
A Military Leviathan appeared, and I decided to kill it (because, hey, why not!). When I saved my game, I had a look, and the above message appeared 32 times consecutively in the log file.
Must have missed this one back at the time.

The error is not because the command is wrong (it isn't; it's perfectly correct), but because it cannot be executed upon the player ship. Obviously your opponent tried it again and again, because it's what his script told him to do, and therefore created one error message after the other.

So the problem is that the Leviathan Fighter should use this part of its script only on NPCs, not on the player (there should be an alternative solution for the player).
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Post by Eric Walch »

Commander McLane wrote:
Must have missed this one back at the time.
I did notice it back than, but couldn't find the problem. There must be another bug there as the code is:

Code: Select all

this.shipBeingAttacked = function(attacker)
{
	// correcting friendly fire
	if (attacker.isShip && attacker.owner == this.ship.owner) <--- the player should always fail this
	{
		if (this.ship.bounty) this.ship.bounty = 0
		if (attacker.bounty) attacker.bounty = 0
		if (attacker.target == this.ship)
		{
			attacker.target = null
			attacker.reactToAIMessage("LOST_TARGET")
		}
	}
 }
this.ship has the Leviathan as mother. It can only do an "attacker.reactToAIMessage" when the mother of the attacker is also the Leviathan. That should rule out the player, so I never could see why the error was generated.

EDIT: I see the bug now. When the mother died, owner becomes null. And the players owner is also null. There we have the equality :wink:
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Re: military fiasco

Post by Cholmondely »

Quote from Wiki/ReadMe:

Equips the Galactic Navy with the powerful Leviathan Cruiser,...

I presume that this does not mean the Galactic Navy OXP - that is to say, that Military Fiasco's AI's, ship textures etc are not compatible with the Galactic Navy.oxp.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: military fiasco

Post by montana05 »

Cholmondely wrote: Sun Nov 07, 2021 10:26 am
Quote from Wiki/ReadMe:

Equips the Galactic Navy with the powerful Leviathan Cruiser,...

I presume that this does not mean the Galactic Navy OXP - that is to say, that Military Fiasco's AI's, ship textures etc are not compatible with the Galactic Navy.oxp.
One of the first OXP's ever created, long before the GN OXP. The models and textures nowadays could use an overhaul, but the mission is still playable. I think I could remember some small problems but nothing esential.
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: military fiasco

Post by Cholmondely »

montana05 wrote: Sun Nov 07, 2021 10:53 am
Cholmondely wrote: Sun Nov 07, 2021 10:26 am
Quote from Wiki/ReadMe:

Equips the Galactic Navy with the powerful Leviathan Cruiser,...

I presume that this does not mean the Galactic Navy OXP - that is to say, that Military Fiasco's AI's, ship textures etc are not compatible with the Galactic Navy.oxp.
One of the first OXP's ever created, long before the GN OXP. The models and textures nowadays could use an overhaul, but the mission is still playable. I think I could remember some small problems but nothing esential.
GN is older than we Johnny-come-latelies tend to think: Nemoricus updated GN around 2009, but Matt 634 came out with the original in 2007.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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