this.shipDied() vs. turrets
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this.shipDied() vs. turrets
I'm flying a Fer-de-Lance 3G+(t). To my almost unending joy, it has forward-facing turrets that are just wonderful for warming the paintwork of ships spiralling out of my cross-hairs. But ... purists may think it natural justice ... it means I often miss out on Random Hits kills!
The problem seems to be that this.shipDied(who,cause) has whom equal to null in the event of turret damage being the fatal blow (and cause is "energy damage" in that case).
It appears to be an issue in the core game too (I just sat still, hands off the lasers, while a Barracuda died in a kamikaze run towards my turrets, and did not score a kill). Are the plasma balls not "owned" by the player ship?
The problem seems to be that this.shipDied(who,cause) has whom equal to null in the event of turret damage being the fatal blow (and cause is "energy damage" in that case).
It appears to be an issue in the core game too (I just sat still, hands off the lasers, while a Barracuda died in a kamikaze run towards my turrets, and did not score a kill). Are the plasma balls not "owned" by the player ship?
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Re: this.shipDied() vs. turrets
The current workaround is the [wiki]Turret Toggler[/wiki]: turn off turrets near important targets.
Re: this.shipDied() vs. turrets
That workaround would go too far the other way, nullifying one of the most satisfying features of my ridiculous super-ship. I like my turrets wiping out mafia kingpins while I'm busy pouring another beer
Is unattributable plasma recognised as a core game bug? Do we agree it should be?
Is unattributable plasma recognised as a core game bug? Do we agree it should be?
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Re: this.shipDied() vs. turrets
No, and no! I ain't a dev, of course - merely a dumb pilot.jh145 wrote:Is unattributable plasma recognised as a core game bug? Do we agree it should be?
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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!
Re: this.shipDied() vs. turrets
Why not? No-one's pretending that all kills are equally worthy.
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Re: this.shipDied() vs. turrets
If the kill came from a weapon launched/fired from your ship, it should count as your kill, IMO.jh145 wrote:Is unattributable plasma recognised as a core game bug? Do we agree it should be?
RH already discriminates against kills by weapons of mass destruction, as it should. But plasma turrets, being an aimed weapon, ought to count as a legitimate kill, the same as a missile.
So I vote 'bug'.
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
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Re: this.shipDied() vs. turrets
Normally I'd agree, but plasma turrets on player shipsDiziet Sma wrote:If the kill came from a weapon launched/fired from your ship, it should count as your kill, IMO.
My views are well known - player ships (indeed any small, agile ship) should not have these at all. They are only appropriate for large, slow capital ships that are too ponderous to effectively aim a laser.
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Re: this.shipDied() vs. turrets
Turret shots must count as being owned by the launching ship - there's far too much in the AI that would behave oddly if they weren't.
Tested now with a FDL 3G+(t) and was correctly credited both in script and in core functions for all kills made with turrets. Are you cloaking as well?
Tested now with a FDL 3G+(t) and was correctly credited both in script and in core functions for all kills made with turrets. Are you cloaking as well?
Re: this.shipDied() vs. turrets
Posssssibly... but I don't think so now that cloaking is auto-off when the fighting starts (I'm running 1.82-dev). I'll check.cim wrote:Are you cloaking as well?
A thought's occurred to me: might the NPC have launched a desperate last-ditch missile that melted immediately in my plasma and exploded right next to its owner, causing the fatal blast of energy damage? Arguably still my kill, even if somewhat of an "own goal".
Re: this.shipDied() vs. turrets
Cloaking is auto-off when you fire a weapon. Turrets don't count, however, and in 1.82 cloaking doesn't automatically break hostility so they'd keep firing.
The missile event you describe is theoretically possible - though core game missiles don't detonate if shot, so it would also need an OXP missile which did to be present.
The missile event you describe is theoretically possible - though core game missiles don't detonate if shot, so it would also need an OXP missile which did to be present.
Re: this.shipDied() vs. turrets
OK, thanks. I'll leave it there unless/until I can reproduce the issue without any caveats.
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Re: this.shipDied() vs. turrets
So it is possible to
this.shipDied(whom,cause)
return player.ship in whom when a turret of the player score the last hit, as a fix for RandomHits (which use this event)?Re: this.shipDied() vs. turrets
This should already happen except in the case where the player is cloaked at the point the shot hits.Norby wrote:So it is possible tothis.shipDied(whom,cause)
return player.ship in whom when a turret of the player score the last hit, as a fix for RandomHits (which use this event)?
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Re: this.shipDied() vs. turrets
Then I'd call that a bug. Turrets firing ought to disable cloaking too. Especially given the bolded part above.cim wrote:Cloaking is auto-off when you fire a weapon. Turrets don't count, however, and in 1.82 cloaking doesn't automatically break hostility so they'd keep firing.
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: this.shipDied() vs. turrets
Probably cloaking should disable turrets, or you might find it very difficult to actually cloak a ship with them once combat had started.Diziet Sma wrote:Then I'd call that a bug. Turrets firing ought to disable cloaking too. Especially given the bolded part above.cim wrote:Cloaking is auto-off when you fire a weapon. Turrets don't count, however, and in 1.82 cloaking doesn't automatically break hostility so they'd keep firing.