[RELEASE] Combat Simulator OXP (1.77 only)
Moderators: winston, another_commander
[RELEASE] Combat Simulator OXP (1.77 only)
This OXP adds a combat simulator to some stations (generally the higher-tech ones, but also Lave...) where you can set up controlled battles against particular opponents. To start a fight, go to the interfaces screen (F4) and select "Combat Simulator". Then, select the ships, skill, and numbers of your opponent(s).
The fight will end if:
- you defeat all your opponents
- your ship would be destroyed
- the simulator buoy is destroyed
- you leave scanner range of the simulator buoy
You will not be able to use an escape pod or hyperspace during the simulation.
All damage taken, consumable items used, etc. during the fight will not be applied to your real ship. The ship you fly in the simulator will be your current ship in whatever state it is currently in.
There is no charge for using the simulator, but it is a popular service and there is often a queue. Expect to wait around ten minutes for your turn.
This OXP requires Ship Storage Helper OXP and will not run without it. Download Combat Simulator 1.0
(This replaces the old "Combat Arena" test OXP)
The fight will end if:
- you defeat all your opponents
- your ship would be destroyed
- the simulator buoy is destroyed
- you leave scanner range of the simulator buoy
You will not be able to use an escape pod or hyperspace during the simulation.
All damage taken, consumable items used, etc. during the fight will not be applied to your real ship. The ship you fly in the simulator will be your current ship in whatever state it is currently in.
There is no charge for using the simulator, but it is a popular service and there is often a queue. Expect to wait around ten minutes for your turn.
This OXP requires Ship Storage Helper OXP and will not run without it. Download Combat Simulator 1.0
(This replaces the old "Combat Arena" test OXP)
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Nice... I just took a good slapping!
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Diziet Sma
- ---- E L I T E ----
- Posts: 6312
- Joined: Mon Apr 06, 2009 12:20 pm
- Location: Aboard the Pitviper S.E. "Blackwidow"
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Nice.. I was wondering what you had planned for the Combat Arena.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: [RELEASE] Combat Simulator OXP (1.77 only)
忍 knowing that enough is enough, you'll always have enough.
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
- Rorschachhamster
- ---- E L I T E ----
- Posts: 274
- Joined: Sun Aug 05, 2012 11:46 pm
- Contact:
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Hey! did you get that OXP'ed? I'd really like to try them out...GGShinobi wrote:
- Lestradae
- ---- E L I T E ----
- Posts: 3095
- Joined: Tue Apr 17, 2007 10:30 pm
- Location: Vienna, Austria
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Just wanted to report that the Ship Storage Helper oxp still repeatably produces a memory overrun on my system, OS Windows 7 64bit, use the semi-stable 1.77 Oolite.
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Yes, I did!!! And if you got at least 3 (better 4) military lasers installed you might even be able to stand a chance against one (if you are lucky and stay out of it's turret-range). The ship has incredible shields, and a high energy recharge rate. In addition to the myriad of turrets it already had, it now has 2 Military Lasers (front and aft), 2 Thargoid lazers (sides) and tons of missiles. As if it was not enough to make the ship extremely more powerful and even faster (but less manoeuvrable) - it's very fast now, and has much fuel so it uses the injectors often- the Star Destroyer will now be escorted by 4 interceptors - which will be TieFighters if you also have them installed (very nasty).Rorschachhamster wrote:Hey! did you get that OXP'ed? I'd really like to try them out...GGShinobi wrote:
You'll also need an ECM or a space station to hide behind, as it has many missiles and uses them without hesitation.
The modified version has a chance of 33% to spawn a timebomb-stardestroyer when it get's destroyed. The crew of the doomed stardestroyer will broadcast a desperate message when this happens, so you get a warning and have time to run! The timing problem was solved by doing it inside of the AI of the timebomb-stardestroyer.
The good thing: if you kill one and are lucky enough that its' reactor core doesn't breach (so that there is no big explosion) you will get the chance to scoop many many escape pods!
The only thing that still doesn't quite work as I want is that the "destroyed stardestroyer", by which the original stardestroyer gets replaced when it gets destroyed, has the same orientation... still have to find out how to do that.
Here is the excerpt of the stardestroyers' ship-script:
Code: Select all
this.shipDied = function(whom, why) {
if (Math.random() > 0.77) { // chance for reactor breach: 33 %
for (var doomedStarDestroyer in system.addShips("stardestroyer_reactor_breach", 1, this.ship.position, 0)) {
// change orientation to that of the original ship
doomedStarDestroyer.orientation = this.ship.orientation;
}
}
}
doomedStarDestroyer.orientation = this.ship.orientation;
doesn't seem to work. Any clues, anyone? Download the modified version from my box: Star Destroyer - Nightmare Version
Note that the testscript "spawn.js" is activated, which causes a stardestroyer to spawn every time you launch from station. If you've had enough fun with it, disable the function by changing it to:
Code: Select all
//this.shipWillLaunchFromStation = function()
//{
// system.legacy_addSystemShips(this.role, this.count, 1.0);
// log("testscript.spawn", "Generated " + this.count + " " + this.role + " for testing purposes.");
//}
忍 knowing that enough is enough, you'll always have enough.
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
Re: [RELEASE] Combat Simulator OXP (1.77 only)
GGShinobi wrote:This:Code: Select all
for (var doomedStarDestroyer in system.addShips("stardestroyer_reactor_breach", 1, this.ship.position, 0)) { // change orientation to that of the original ship doomedStarDestroyer.orientation = this.ship.orientation; }
doomedStarDestroyer.orientation = this.ship.orientation;
doesn't seem to work. Any clues, anyone?
for (var x in xs) {
assigns the key, not the value, to x
(which may surprise you, if you're used to other languages). So what you are then doing is 0.orientation = this.ship.orientation
, which won't work. Instead, do
Code: Select all
var doomedStarDestroyer = system.addShips("stardestroyer_reactor_breach", 1, this.ship.position, 0)[0];
doomedStarDestroyer.orientation = this.ship.orientation;
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Thank you cim!! It now works perfectly!!cim wrote:for (var x in xs) {
assigns the key, not the value, tox
(which may surprise you, if you're used to other languages). So what you are then doing is0.orientation = this.ship.orientation
, which won't work. Instead, doCode: Select all
var doomedStarDestroyer = system.addShips("stardestroyer_reactor_breach", 1, this.ship.position, 0)[0]; doomedStarDestroyer.orientation = this.ship.orientation;
I've updated the version, the link remains the same (Star Destroyer - Nightmare Version 0.0.1)
Though I should have known that, I already ran into that trap several times when doing my External Repair System... really gotta get this into my head!!
忍 knowing that enough is enough, you'll always have enough.
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
- Lestradae
- ---- E L I T E ----
- Posts: 3095
- Joined: Tue Apr 17, 2007 10:30 pm
- Location: Vienna, Austria
Re: [RELEASE] Combat Simulator OXP (1.77 only)
I believe that ...GGShinobi wrote:I've updated the version, the link remains the same (Star Destroyer - Nightmare Version 0.0.1)
Code: Select all
missiles = 32;
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Hmm...? I somewhere read that 32 was the maximum... and it seems to work, the stardestroyer fires missiles like other people... erm... ...eat peanuts (...err... that is, those "other people" who are not stardestroyers... oh my... what a good comparison )Lestradae wrote:I believe that ...GGShinobi wrote:I've updated the version, the link remains the same (Star Destroyer - Nightmare Version 0.0.1)
... is not going to work the devs hardcoded the maximum to 16 - curious myself what happens if you set that value higher.Code: Select all
missiles = 32;
But I never took the time to count how many missiles it fired... maybe you are right and it "only" fires 16.
I've just uploaded a new version, with the added line
Code: Select all
throw_sparks = yes;
EDIT: I never counted the missiles it fires
EDIT2: "only" instead of only
忍 knowing that enough is enough, you'll always have enough.
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
Running Oolite 1.77 on Ubuntu Linux 12.04 LTS
- Rorschachhamster
- ---- E L I T E ----
- Posts: 274
- Joined: Sun Aug 05, 2012 11:46 pm
- Contact:
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Thanks! I'll try that... hope I haven't bit off more than I can chew.
Re: [RELEASE] Combat Simulator OXP (1.77 only)
32 missiles is max for NPCs, 16 missiles is max for players...barring fancy missile bank-switching techniques.Lestradae wrote:I believe that ...... is not going to work the devs hardcoded the maximum to 16 - curious myself what happens if you set that value higher.Code: Select all
missiles = 32;
- Lestradae
- ---- E L I T E ----
- Posts: 3095
- Joined: Tue Apr 17, 2007 10:30 pm
- Location: Vienna, Austria
Re: [RELEASE] Combat Simulator OXP (1.77 only)
Ah, thanks for clearing that up!Switeck wrote:32 missiles is max for NPCs, 16 missiles is max for players...barring fancy missile bank-switching techniques.
Re: [RELEASE] Combat Simulator OXP (1.77 only)
I've recently installed the Combat Simulator OXP but found an interesting glitch: You can increase your Rating by commiting suicide!
Out of frustration in a fight I couldn't *quite* win (I kept almost killing my opponent, but couldn't land the last shot and he kept zipping off until his shields recovered) I launched a Q-Mine, but, carelessly, ended up caught in my own blast.
So the simulation ended, but when I looked at my screen I saw I'd been awarded an extra kill! I tried this again, deliberately, just to check and it seems that it is repeatable.
Presumably this isn't intended behaviour of the OXP...
Whilst on the subject, it would also be nice if, instead of only being able to use your current ship, you were able (possibly for a price) to "Test Fly" a range of other ships, ie not only could you select what your opponent would be flying, but you could have an option to choose from a selection of ships with different configurations (or perhaps just the ones which are on sale at that station) to "try before you buy".
Out of frustration in a fight I couldn't *quite* win (I kept almost killing my opponent, but couldn't land the last shot and he kept zipping off until his shields recovered) I launched a Q-Mine, but, carelessly, ended up caught in my own blast.
So the simulation ended, but when I looked at my screen I saw I'd been awarded an extra kill! I tried this again, deliberately, just to check and it seems that it is repeatable.
Presumably this isn't intended behaviour of the OXP...
Whilst on the subject, it would also be nice if, instead of only being able to use your current ship, you were able (possibly for a price) to "Test Fly" a range of other ships, ie not only could you select what your opponent would be flying, but you could have an option to choose from a selection of ships with different configurations (or perhaps just the ones which are on sale at that station) to "try before you buy".