Low end mines?

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

User avatar
aegidian
Master and Commander
Master and Commander
Posts: 1161
Joined: Thu May 20, 2004 10:46 pm
Location: London UK
Contact:

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.
"The planet Rear is scourged by well-intentioned OXZs."

Oolite models and gear? click here!
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1876
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

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:
Riding the Rocket!
User avatar
Murgh
---- E L I T E ----
---- E L I T E ----
Posts: 454
Joined: Fri Sep 03, 2004 6:19 am
Location: Terra Firma

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 ;)
The man next to you is your lunch
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1876
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

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:
Riding the Rocket!
User avatar
thirdeye77
Above Average
Above Average
Posts: 21
Joined: Sat Jul 29, 2006 8:12 pm

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.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1876
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

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!
Riding the Rocket!
User avatar
Murgh
---- E L I T E ----
---- E L I T E ----
Posts: 454
Joined: Fri Sep 03, 2004 6:19 am
Location: Terra Firma

Post by Murgh »

;) adorably dumb.
so are you gonna make a torpedo with afterburners like Thirdeye suggests?
The man next to you is your lunch
User avatar
Odo987
Dangerous
Dangerous
Posts: 121
Joined: Fri Mar 03, 2006 3:56 am
Location: San Francisco
Contact:

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.
Attacking a Navigational Beacon is illegal. Police are on their way.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1876
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

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.
Riding the Rocket!
User avatar
aegidian
Master and Commander
Master and Commander
Posts: 1161
Joined: Thu May 20, 2004 10:46 pm
Location: London UK
Contact:

Post by aegidian »

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

And mines need EQ_something_MINE.
"The planet Rear is scourged by well-intentioned OXZs."

Oolite models and gear? click here!
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1876
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

Woot! :lol:

I feel like partying!

:D
Riding the Rocket!
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1876
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

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?
Riding the Rocket!
User avatar
Cmdr Wyvern
---- E L I T E ----
---- E L I T E ----
Posts: 1649
Joined: Tue Apr 11, 2006 1:47 am
Location: Somewhere in the great starry void

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.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
User avatar
Rxke
Retired Assassin
Retired Assassin
Posts: 1760
Joined: Thu Aug 12, 2004 4:54 pm
Location: Belgium

Post by Rxke »

Great!

though too steep a price for my liking, heehee!
User avatar
Dr. Nil
---- E L I T E ----
---- E L I T E ----
Posts: 983
Joined: Thu Sep 28, 2006 5:11 pm
Location: Nearest Hoopy Casino
Contact:

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.
Image

300 billboards in Your Ad Here!
Astromines and more in Commies.
AVAILABLE HERE along with other Oolite eXpansion Packs.
Post Reply