[UPDATE] Missile Spoof
Moderators: winston, another_commander
Re: [UPDATE] Missile Spoof
My script for autoECM OXP uses equipment activation via the n key...so it can be turned on and off.
A similar script could be used for Missile Spoof to alternate between 4 different states:
1.Both auto-flare and auto-ECM DISABLED
2.auto-flare DISABLED and auto-ECM enabled (also goes to this mode if low on fuel?)
3.auto-flare enabled and auto-ECM DISABLED (also goes to this mode if low on energy?)
4.Both auto-flare and auto-ECM enabled
After reaching state 4, revert back to state 1.
A similar script could be used for Missile Spoof to alternate between 4 different states:
1.Both auto-flare and auto-ECM DISABLED
2.auto-flare DISABLED and auto-ECM enabled (also goes to this mode if low on fuel?)
3.auto-flare enabled and auto-ECM DISABLED (also goes to this mode if low on energy?)
4.Both auto-flare and auto-ECM enabled
After reaching state 4, revert back to state 1.
- Captain Patrick
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Re: [UPDATE] Missile Spoof
Or two "n-key" entries, each of which can be independantly toggled On or Off.
But I'd also like to be able to quickly hit a key to manually trigger a flare, like an ECM from the "e" key, whether "auto" for either is On or Off (ex. if whatever "auto" has already triggered and the missile's still a-comin'). What about "f"?
But I'd also like to be able to quickly hit a key to manually trigger a flare, like an ECM from the "e" key, whether "auto" for either is On or Off (ex. if whatever "auto" has already triggered and the missile's still a-comin'). What about "f"?
Re: [UPDATE] Missile Spoof
I've been today pulling some OXPs from my updates-to-do bin and placing them in 'for real' in the \AddOns folder.
Re Missile Spoof, I noticed the following:
I have two .ZIP files for this OXP.
the first one was packed on 2011.07.21 and has a README;
the 2nd one was packed on 2011.12.04 (although its newest file is dated 2011.11.16) and does NOT have a README (or a changelog, for that matter).
Both .zip files appear to bear the same version #1.02.
The OXP_List wiki entry stamps this OXP at 2011.06.21.
May I ask that the OXP_List be updated with the more recent date pls ?
And optionally (it might not be that much important, anyway), a post in this thread commenting on the changes (if any) between 1.02a and 1.02b would be welcome!
Cheers
Re Missile Spoof, I noticed the following:
I have two .ZIP files for this OXP.
the first one was packed on 2011.07.21 and has a README;
the 2nd one was packed on 2011.12.04 (although its newest file is dated 2011.11.16) and does NOT have a README (or a changelog, for that matter).
Both .zip files appear to bear the same version #1.02.
The OXP_List wiki entry stamps this OXP at 2011.06.21.
May I ask that the OXP_List be updated with the more recent date pls ?
And optionally (it might not be that much important, anyway), a post in this thread commenting on the changes (if any) between 1.02a and 1.02b would be welcome!
Cheers
Last edited by sdrubble on Sat Jan 28, 2012 11:33 pm, edited 1 time in total.
Re: [UPDATE] Missile Spoof
I seem to be on the annoying side of the Force today... sorry about that...
But I just noticed that the newest version contains a
Cheers
But I just noticed that the newest version contains a
[color=#FF0000]sp_dartAI.plist[/color]
file, which I couldn't find where it's invoked (unless I've botched my string search )Cheers
- maik
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Re: [UPDATE] Missile Spoof
Done. Too bad the updated wasn't announced on the board (at least not in this thread).sdrubble wrote:May I ask that the OXP_List be updated with the more recent date pls ?
Re: [UPDATE] Missile Spoof
Hi!
I read all the answers. Can't make a choice: Missile Spoof or Automatic Chaff System.
What is better?
I read all the answers. Can't make a choice: Missile Spoof or Automatic Chaff System.
What is better?
My English is very poor.
- Diziet Sma
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Re: [UPDATE] Missile Spoof
I went with a combination of Missile Spoof and Anti-Missile System. Now it's rare for missiles to even be a problem, and even rarer that one hits me..
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: [UPDATE] Missile Spoof
Thanks, but no. Armoury OXP adds a lot of weapons. You can get confused.
My English is very poor.
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Re: [UPDATE] Missile Spoof
Yeah so if you don't like Armoury OXP, go for the ACS. I did, and I've never regretted it.Digital86 wrote:Thanks, but no. Armoury OXP adds a lot of weapons. You can get confused.
- Diziet Sma
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Re: [UPDATE] Missile Spoof
Your choice.. But Thargons, Drones, 3 missile racks, and a probe isn't really a lot.. and you only have to buy the ones you actually want.. it's not like they're a package deal..Digital86 wrote:Thanks, but no. Armoury OXP adds a lot of weapons. You can get confused.
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: [UPDATE] Missile Spoof
Whether it is possible to use two devices at the same time (Missile Spoof + Automatic Chaff System)?
The conflicts won't be?
The conflicts won't be?
My English is very poor.
Re: [UPDATE] Missile Spoof
I dislike missiles being fired at me (don't use them myself at all) and like missile spoof a lot.
Lately i got annoyed by the amount of deprecated messages related to missile spoof in Latest.log (dev build) and looked at them.
I've updated the deprecated / obsolete parts and added a manifest.plist .
you can download my updated version 1.03 in oxp format here.
Lately i got annoyed by the amount of deprecated messages related to missile spoof in Latest.log (dev build) and looked at them.
I've updated the deprecated / obsolete parts and added a manifest.plist .
you can download my updated version 1.03 in oxp format here.
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
Retired, reachable at [email protected]
Re: [UPDATE] Missile Spoof
Play-testing the 1.03 code i uploaded, made me realise a potential problem :
Flare's may do TOO MUCH damage on detonation.
In flareAI.plist 1.02 version :
Wiki stated
dealEnergyDamageWithinDesiredRange uses weapon energy to calculate the damage, dealEnergyDamage takes a direct number for damage.
It was not clear to me how they are related, so i just used weapon_energy = 1175; as listed in equipment.plist for sp_flare .
1.03 version
Today i looked at standard missiles , and found they use
.
It seems my modified flare could destroy an entire ship if it were to be within 250 metres of the flare ?
The flares should be strong enough to destroy a missile in the 250 metre range, but not more.
Anything outside the 250 m range should have only minimal damage.
What damage and velocity bias should i give to dealEnergyDamage to achieve this ?
Flare's may do TOO MUCH damage on detonation.
In flareAI.plist 1.02 version :
Code: Select all
DETONATE = {
ENTER = ("setDesiredRangeTo: 250.0", dealEnergyDamageWithinDesiredRange, becomeExplosion);
EXIT = ();
UPDATE = ();
};
dealEnergyDamageWithinDesiredRange
was obsolete and should be replaced by the JS method dealEnergyDamage
.dealEnergyDamageWithinDesiredRange uses weapon energy to calculate the damage, dealEnergyDamage takes a direct number for damage.
It was not clear to me how they are related, so i just used weapon_energy = 1175; as listed in equipment.plist for sp_flare .
1.03 version
Code: Select all
DETONATE = {
ENTER = ("sendScriptMessage: dealEnergyDamage 1175 250", becomeExplosion);
EXIT = ();
UPDATE = ();
};
Code: Select all
this.ship.dealEnergyDamage(170, 32.5, 0.25);
It seems my modified flare could destroy an entire ship if it were to be within 250 metres of the flare ?
The flares should be strong enough to destroy a missile in the 250 metre range, but not more.
Anything outside the 250 m range should have only minimal damage.
What damage and velocity bias should i give to dealEnergyDamage to achieve this ?
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
Retired, reachable at [email protected]
- Norby
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Re: [UPDATE] Missile Spoof
A missile has 5 energy so based on dealEnergyDamage I think:
Not counting possible OXP missiles with higher max. energy.
Code: Select all
this.ship.dealEnergyDamage(5, 250, 0);
Re: [UPDATE] Missile Spoof
That clarifies things a lot, thank you Norby .
The missiles in [wiki]Armoury_OXP[/wiki] all use max_energy 5 , but the missiles in [wiki]Missiles_and_Bombs[/wiki] use values of 10 and 100 also.
New version uploaded (link stayed same) with
The missiles in [wiki]Armoury_OXP[/wiki] all use max_energy 5 , but the missiles in [wiki]Missiles_and_Bombs[/wiki] use values of 10 and 100 also.
New version uploaded (link stayed same) with
Code: Select all
ENTER = ("sendScriptMessage: dealEnergyDamage 100 250", becomeExplosion);
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
Retired, reachable at [email protected]