Low end mines?

An area for discussing new ideas and additions to Oolite.

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aegidian
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Post by aegidian »

Murgh wrote:
wonder if its possible 'from the outside' to add various small custom HUD icons for the different pylon weapons..
Yes. The icon for the hardened missile is done in this way. In descriptions.plist you'll find an array of numbers representing coordinate pairs across a zero-centered 8x8 grid used for drawing the icon - like this:

Code: Select all

	<!-- icons for the hud -->
	<key>EQ_HARDENED_MISSILE</key>
	<array>
		<integer>0</integer>	<integer>3</integer>
		<integer>2</integer>	<integer>1</integer>
		<integer>2</integer>	<integer>-3</integer>
		<integer>0</integer>	<integer>-1</integer>
		<integer>-2</integer>	<integer>-3</integer>
		<integer>-2</integer>	<integer>1</integer>
	</array>
Which will draw a shape using the coordinates: (0, 3) (2, 1) (2, -3) (0, -1) (-2, -3) (-2, 1) - the chevron of the EQ_HARDENED MISSILE icon.

You can use any number of coordinate pairs to draw the icon.
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Arexack_Heretic
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Post by Arexack_Heretic »

thanks that is cool to know.

I may give up in exasperation soon.
Before I do though, I'm gonna split the weapons into seperate oxp and see if they work independently.


for now they can either not be bought (bloop sound) or they can be bought once per game and do not show up in the ship-roster.

Can't see where the fault lies with these things, I already corrected all the typo's and no debug errors to point out problems anymore.

If I give up, who wants to re-check my messy work? :oops:
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Murgh
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Post by Murgh »

aegidian wrote:
In descriptions.plist you'll find an array of numbers representing coordinate pairs across a zero-centered 8x8 grid used for drawing the icon..You can use any number of coordinate pairs to draw the icon.
that's a really neat solution! and from this it extracts both the green and smaller yellow 'highlight' version?
A_H wrote:
If I give up, who wants to re-check my messy work?
when you separate them into individual packages, it won't be messy, and a joy to re-check ;)
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Post by Arexack_Heretic »

I uploaded a revised version, containing only the surplus missile on friday.

The missile is working like...an outdated surplus missile.

As it should. :)

Have to work on the bombs and torpedoes still, although the shipdata, equipment, descriptions and models are okay, they refuse to be installed in the ship. Very strange. :roll:
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Post by thirdeye77 »

How about missiles equipped with Witchdrive Fuel Injectors? Let's see a Fer-de-Lance try and outrun an ECM-Hardened one of those!

It would take away that comfort zone of knowing you can outrun a missile with a quick boost of speed. Could make missiles a weapon to be feared again.
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Post by Arexack_Heretic »

I hd my torpedoes equiped with injectors,

as they should be longrange weapons.

They did not steer for the first seconds pof deployment, rather sprint on injectors.

They unfortunately don't work yet.

PS. Murgh:
I may have thought out what I did wrong in my alternative tracking AI: I forgot to renew the setDestinationToTarget, so the missile kept running rounds around the spot the target was at the time of launch.
-dumb missile indeed! I'll have them tracking in miles next!
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Post by Murgh »

;) adorably dumb.
so are you gonna make a torpedo with afterburners like Thirdeye suggests?
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Post by Odo987 »

thirdeye77 wrote:
Could make missiles a weapon to be feared again.
Nah, just pop the cloaking device online for half a second. The missile will lose interest and explode. Better than ECM.
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Post by Arexack_Heretic »

I wonder what is causing the torpedoes to bug-out?!

Even copy-pasting a working-missile and changing the stats somewhat doesn't resolve it. :(

AIs-work.
models-work.
EQ-works.
Icon-does not show up, but works for surplus-missile.
deathactions-deleted, always causes malfunction.

Maybe a missile-type EQ needs role EQ_*_MISSILE?

The only other restriction I can imagine is a hardcoded restraint on weapon_energy or somesuch variable in the shipdata.plist.
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Post by aegidian »

Arexack_Heretic wrote:
Maybe a missile-type EQ needs role EQ_*_MISSILE?
Bingo.

And mines need EQ_something_MINE.
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Post by Arexack_Heretic »

Woot! :lol:

I feel like partying!

:D
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Post by Arexack_Heretic »

Could the Q-bomb availability be restricted to anarchic systems somehow?

It is hard to find an anarchy with high techlevel, thus restricting availability of Q-bombs...more in line with the 'Status Quo' story.

8)

My torpedo's are not dealing damage as they should. :(
Is there an upper-limit to weapons_Energy?
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Post by Cmdr Wyvern »

I managed to make a nuclear torpedo. :) HUD icons, speed, blast, it all works perfect. Too slow and sluggish to be effective on fighters, but just quick enough and with enough bang to take out big cruisers like Anacondas with one shot, and heavily damage those Targoid heavies in Thargon Threat. (The Thargon heavies being the primary target for this ordinance.)

Currently it's set to cost 7500cr, at TL 8 and above.

Now I need to figure out to make it required for Behemoths, Thargon Threat, and Thargoid Carrier to be installed.
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Post by Rxke »

Great!

though too steep a price for my liking, heehee!
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Post by Dr. Nil »

Cmdr Wyvern wrote:
I managed to make a nuclear torpedo. :) HUD icons, speed, blast, it all works perfect. Too slow and sluggish to be effective on fighters, but just quick enough and with enough bang to take out big cruisers like Anacondas with one shot, and heavily damage those Targoid heavies in Thargon Threat. (The Thargon heavies being the primary target for this ordinance.)
Ooh yeah. More weapons and equipment please :D

I've been thinking about more missile types too.

A Lawmaker missile which targets the worst offender within range (don't use it if it's yourself ;))

A Defender missile which targets primary aggressor against the mother (but I don't think that the player entity has the ability to be a mother and determine primary aggressor).

I did a little work on fitting some fuel lines from the pylons to allow the mounting of extra fuel pods in each pylon. Didn't work right away. I'll try to get some input on it in Expansion Packs.
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