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targeting distant entities

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Commander McLane
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targeting distant entities

Post by Commander McLane »

There is an inconsistency in the JS-targeting mechanism which I find distinctly odd.

Usually both NPCs and the player can only target other entities within scanner range. If the target leaves scanner range, it is lost. This behaviour feels sensible.

However, the JS target property overrides this sensible behaviour. If you are at the witchpoint, both system.mainStation.target=player.ship and player.ship.target=system.mainStation work and actually set the respective entity's primary target. The main station becomes visible on screen with a reticle instantly, no matter how far away it is. (There are a couple of screen shots around which show ridiculously distant targets with a reticle.) Targets acquired this way aren't lost anymore, except by targeting something else. To me this feels wrong. Can something be done about it? I think the attempt to target something outside scanner range of the targeting entity in JS should return false.
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Re: targeting distant entities

Post by Zireael »

Commander McLane wrote:
Usually both NPCs and the player can only target other entities within scanner range. If the target leaves scanner range, it is lost. This behaviour feels sensible.
It's not always true. I've had something targeted, then it flew off my scanner on injectors, and sometimes I had it targeted still. At ~30 kms away! (Happens rarely and with no rule to it)
I think the attempt to target something outside scanner range of the targeting entity in JS should return false.
Maybe it'd fix the above?
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Re: targeting distant entities

Post by Cmd. Cheyd »

McLane - I would LOVE to know how you got this to happen. I attempt to assign player.ship.target=system.mainStation via the console, and I instantly get 'Target Lost'. I have even opened this as a Feature Request. You have it happening and want it to return false, and I can't get it to happen and want it as an optional behavior. :lol:
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Re: targeting distant entities

Post by JensAyton »

Bug #18011

A property assignment can’t “return” anything. Its value is always the right hand side of the assignment.
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Re: targeting distant entities

Post by Commander McLane »

I just tried it again, and it worked.

However, I noticed that there is one condition: It only works with de-activated targeting system ('U'). If I press 'R' to activate the targeting system I also get the instant 'Target lost'. Also if I first have targeted the station and then press 'R', the target is lost immediately.

In other words: the player ship can target distant entities if (and only if) the targeting system is not active. This is a contradiction in terms, therefore it clearly seems a bug to me.
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Re: targeting distant entities

Post by Smivs »

Quantum Targeting Systems, how clever :D
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Re: targeting distant entities

Post by Frame »

Commander McLane wrote:
I just tried it again, and it worked.

However, I noticed that there is one condition: It only works with de-activated targeting system ('U'). If I press 'R' to activate the targeting system I also get the instant 'Target lost'. Also if I first have targeted the station and then press 'R', the target is lost immediately.

In other words: the player ship can target distant entities if (and only if) the targeting system is not active. This is a contradiction in terms, therefore it clearly seems a bug to me.
I just tried the above... Lost Target, target system NOT active.
Last edited by Frame on Mon Mar 21, 2011 8:57 pm, edited 1 time in total.
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Re: targeting distant entities

Post by Mauiby de Fug »

That'll possibly explain things like this then:
Image

I use the Target Autolock oxp, but usually have the targeting system active anyway. Presumably it happens when I'm fired upon, whilst the target system is inactive, and then run away...?
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Re: targeting distant entities

Post by another_commander »

Frame wrote:
I just tried the above... Lost Target, target system NOT active.
Same here. McLane, what OXPs do you have installed?
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Re: targeting distant entities

Post by Commander McLane »

another_commander wrote:
Frame wrote:
I just tried the above... Lost Target, target system NOT active.
Same here. McLane, what OXPs do you have installed?

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    /Applications/Spiele/Oolite beta 1.75.1/Oolite.app/Contents/Resources
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However, it works also with only Debug.oxp and impcourier2.oxp installed. Can it be OS-dependent?
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Commander McLane
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Re: targeting distant entities

Post by Commander McLane »

Strange. I also removed impcourier2.oxp, only leaving Debug.oxp, and started with a new Jameson.

Jumping out of Lave, I get this:

Code: Select all

> PS.target=S.mainStation
[Station "Coriolis Station" "Coriolis Station" position: (-58966.1, 8143.57, 353965) scanClass: CLASS_STATION status: STATUS_ACTIVE]
followed by an instant "Target lost".

So the reason for the behaviour must be in my ship OXP (and presumably in other ship OXPs as well).

Or possibly in some combination of equipment I have on my Imperial Courier. Must be vanilla equipment, though, as I had all equipment-related OXPs deactivated.
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Re: targeting distant entities

Post by another_commander »

Replicated it with the Imperial Courier here too. OK, we seem to have a lead. Let's try to see now what it is inside the Courier that causes the bug to occur.

Edit: Actually, it is your save game, not the Imperial Courier. I changed the ship in the savefile to a standard Cobra and got the bug again.
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Re: targeting distant entities

Post by another_commander »

... and, we seem to have it tracked.

Test this please: Load up any savegame. Then, buy missiles and one quirium mine. Buy at any order you like.

Then, hyperspace and execute player.ship.target=system.mainStation with the first pylon selected. Repeat with second, third, etc.

If things are as I expect them to be, you should be able to trigger the bug as soon as you execute the above command with the mine selected.
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Re: targeting distant entities

Post by Commander McLane »

Could be. I happen to have a Q-bomb on my first pylon. So it always happened for me.
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Re: targeting distant entities

Post by Commander McLane »

It works with a Fuel Tank selected, too. So I'd say the culprit is having selected any _MINE, not just EQ_QC_MINE.

Now, what about NPCs being able to target the player across the system?
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