removeEquipment Bug

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Okti
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removeEquipment Bug

Post by Okti »

Hi,

I was working on a script with mission screens and at one stage I had to remove some pylon based equipment, using the code below.

Code: Select all

	this.misArr = player.ship.missiles;
         player.ship.removeEquipment(this.misArr[this.misArr.length-1].equipmentKey);
But oolite just crushes when the code is run. This code is in a choiceEvaluation function called by a delegate passed to mission.runScreen.

I used the same code in PylonBasedEqRemover.oxp and had no problem with it. But mission screen for this equipment was triggered from playerBoughtEquipment.
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JensAyton
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Re: removeEquipment Bug

Post by JensAyton »

Please e-mail me the crashing OXP.
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Okti
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Re: removeEquipment Bug

Post by Okti »

Mail is on the way,


Thanks
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Re: removeEquipment Bug

Post by Commander McLane »

One possible problem immediately springing to mind is, what happens if the code is executed while the player has no pylon-mounted equipment installed and missArr is therefore empty?

Code: Select all

	this.misArr = player.ship.missiles;
         if(missArr.length > 0) player.ship.removeEquipment(this.misArr[this.misArr.length-1].equipmentKey);
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Okti
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Re: removeEquipment Bug

Post by Okti »

Commander McLane wrote:
One possible problem immediately springing to mind is, what happens if the code is executed while the player has no pylon-mounted equipment installed and missArr is therefore empty?

Code: Select all

 this.misArr = player.ship.missiles;
if(missArr.length > 0) player.ship.removeEquipment(this.misArr[this.misArr.length-1].equipmentKey);
Thanks Commander McLane, but this was not the case. I had 10 max missile bays and all ten of them were used by other equipments.

Any way, I send the OXP to Ahruman and he is probably going to debug it on development environment.
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Re: removeEquipment Bug

Post by Cholmondely »

If anybody knows how to write a new one of these, or a fixing override... At the moment we can only sell everything in the missile bay ... but with 60-odd missiles, mines & bombs, if one just wishes to exchange one for another, and the local orbital station has a lower TL than needed to buy some of them back...

Or maybe this facility should be included in the Oolite game code...



Oh! And by the way... new wiki page: http://wiki.alioth.net/index.php/Pylon- ... nt_Remover
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Re: removeEquipment Bug

Post by phkb »

Cholmondely wrote: Thu Jul 22, 2021 9:42 pm
If anybody knows how to write a new one of these, or a fixing override... At the moment we can only sell everything in the missile bay ... but with 60-odd missiles, mines & bombs, if one just wishes to exchange one for another, and the local orbital station has a lower TL than needed to buy some of them back...
Something like this?
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Re: removeEquipment Bug

Post by Cholmondely »

phkb wrote: Fri Jul 23, 2021 4:43 am
Cholmondely wrote: Thu Jul 22, 2021 9:42 pm
If anybody knows how to write a new one of these, or a fixing override... At the moment we can only sell everything in the missile bay ... but with 60-odd missiles, mines & bombs, if one just wishes to exchange one for another, and the local orbital station has a lower TL than needed to buy some of them back...
Something like this?
Great! Thank you for sorting it out. It just seems to be such a basic thing (just like your Maintenance on Demand, Lave Initial Shipyard & Planet Forests/Oceans). Now that I've finally finished listing the equipment, I hope to retrun to LongWayRound with a summary of what you taught me and my first stab at adding a mission screen with options.
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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