NPC shields [release]

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

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CaptSolo
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Re: NPC shields (proof-of-concept OXP)

Post by CaptSolo »

El Viejo wrote:
CaptSolo wrote:
Sorry for not replying sooner but my account was suspended for awhile.
Do you mean yesterday, CaptSolo? The forum was down, not your personal account.
If the forum was down would it say, "This account has been suspended"? I posted an image that might have had legality issues. I really should have known better. When this happened it struck me and straightaway removed it from public viewing. It will never happen again.
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Re: NPC shields (proof-of-concept OXP)

Post by Cody »

"This account has been suspended" is exactly the message that we all got, so I don't think it was anything you did.
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: NPC shields (proof-of-concept OXP)

Post by CaptSolo »

I am relieved. Being a member on several BB's this is the first time I received such a message. Muchas gracias El Viego.
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Re: NPC shields (proof-of-concept OXP)

Post by Cody »

De nada... I like your website, but you should update your comment in the news section.

Oh... I apologise for the slight thread derailment, McLane.[wry smile]
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: NPC shields (proof-of-concept OXP)

Post by Commander McLane »

El Viejo wrote:
Oh... I apologise for the slight thread derailment, McLane.[wry smile]
Am I not the one always saying that on these boards a thread isn't a thread until its derailment has been derailed? :P
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Re: NPC shields (proof-of-concept OXP)

Post by CaptSolo »

El Viejo wrote:
...you should update your comment in the news section.
Done.
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Re: NPC shields (proof-of-concept OXP)

Post by Fatleaf »

I just installed this oxp and I really liked it up to the point of taking out my mark in Random Hits. It seemed every time I destroyed his ship I got the message that he has been killed in an unexplained accident. I removed NPC Shields and everything was fine. Any ideas what the problem is?
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Re: NPC shields (proof-of-concept OXP)

Post by Commander McLane »

Fatleaf wrote:
I just installed this oxp and I really liked it up to the point of taking out my mark in Random Hits. It seemed every time I destroyed his ship I got the message that he has been killed in an unexplained accident. I removed NPC Shields and everything was fine. Any ideas what the problem is?
Not off the top of my head, but I'll investigate.
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Re: NPC shields (proof-of-concept OXP)

Post by ZygoUgo »

I wuz ponderin meself wether once the sheilds being of the deplety-bobbed variety, that per'aps a subtle like effect of the 'fireworks' inclination might be a bit phantasmagorifical, in the likings of the sparky metals, so I might say, m'lud.. :?: *curtsies
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Re: NPC shields (proof-of-concept OXP)

Post by Commander McLane »

Fatleaf wrote:
I just installed this oxp and I really liked it up to the point of taking out my mark in Random Hits. It seemed every time I destroyed his ship I got the message that he has been killed in an unexplained accident. I removed NPC Shields and everything was fine. Any ideas what the problem is?
I just got around to testing it with Random Hits 1.4.7, and everything was fine. I was correctly credited for my kill.

What version of Random Hits are you using?
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Re: NPC shields (proof-of-concept OXP)

Post by Fatleaf »

Commander McLane wrote:
What version of Random Hits are you using?
1.4.9 It might have been a glitch I will try it again with another hit. The Mark was flying a Tiger mkII iif it helps in some way.
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Re: NPC shields (proof-of-concept OXP)

Post by Commander McLane »

No, you're right.

The proof-of-concept versions have a bug which will interfere with Random Hits (and probably other OXPs). I just uploaded version 1.0 which fixes the bug. You find it [EliteWiki] on the Wiki.

NPC-shields 1.0 also includes a way for ship designers to exclude their ships from getting shields. Please read the Wiki or the readMe.

I also re-uploaded [EliteWiki] Generation Ships.oxp and [EliteWiki] Flying Dutchman.oxp, because these ships are not supposed to have shields, and are excluded via the new method.
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Re: NPC shields [release]

Post by Fatleaf »

Brilliant. I will try it out tonight. Let you know how I get on.
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Re: NPC shields (proof-of-concept OXP)

Post by Switeck »

Commander McLane wrote:
NPC-shields 1.0 also includes a way for ship designers to exclude their ships from getting shields. Please read the Wiki or the readMe.
I saw this in the if statement that decides whether an NPC ship should have shields or not:
|| (ship.scriptInfo.npc_shields && ship.scriptInfo.npc_shields === "no")
I'm a bit of a loss how both those could be true at the same time. Does the first one (ship.scriptInfo.npc_shields) mean not null rather than "yes"?
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Re: NPC shields (proof-of-concept OXP)

Post by Commander McLane »

Switeck wrote:
Commander McLane wrote:
NPC-shields 1.0 also includes a way for ship designers to exclude their ships from getting shields. Please read the Wiki or the readMe.
I saw this in the if statement that decides whether an NPC ship should have shields or not:
|| (ship.scriptInfo.npc_shields && ship.scriptInfo.npc_shields === "no")
I'm a bit of a loss how both those could be true at the same time. Does the first one (ship.scriptInfo.npc_shields) mean not null rather than "yes"?
The first tests whether the key exists, and the second checks its value. If you'd use only the second you'd get an error message in the log for each ship that doesn't have the key (= almost all ships).
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