[UPDATE] Missile Spoof

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Switeck
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Re: [UPDATE] Missile Spoof

Post by Switeck »

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.
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Captain Patrick
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Re: [UPDATE] Missile Spoof

Post by Captain Patrick »

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"?
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sdrubble
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Re: [UPDATE] Missile Spoof

Post by sdrubble »

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! :D

Cheers :mrgreen:
Last edited by sdrubble on Sat Jan 28, 2012 11:33 pm, edited 1 time in total.
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sdrubble
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Re: [UPDATE] Missile Spoof

Post by sdrubble »

I seem to be on the annoying side of the Force today... sorry about that... :evil:

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 :roll: )

Cheers :D
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maik
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Re: [UPDATE] Missile Spoof

Post by maik »

sdrubble wrote:
May I ask that the OXP_List be updated with the more recent date pls ?
Done. Too bad the updated wasn't announced on the board (at least not in this thread).
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Digital86
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Re: [UPDATE] Missile Spoof

Post by Digital86 »

Hi!
I read all the answers. Can't make a choice: Missile Spoof or Automatic Chaff System.
What is better?
My English is very poor.
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Diziet Sma
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Re: [UPDATE] Missile Spoof

Post by Diziet Sma »

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.. :twisted:
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: [UPDATE] Missile Spoof

Post by Digital86 »

Thanks, but no. Armoury OXP adds a lot of weapons. You can get confused.
My English is very poor.
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JazHaz
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Re: [UPDATE] Missile Spoof

Post by JazHaz »

Digital86 wrote:
Thanks, but no. Armoury OXP adds a lot of weapons. You can get confused.
Yeah so if you don't like Armoury OXP, go for the ACS. I did, and I've never regretted it.
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Diziet Sma
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Re: [UPDATE] Missile Spoof

Post by Diziet Sma »

Digital86 wrote:
Thanks, but no. Armoury OXP adds a lot of weapons. You can get confused.
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.. :wink:
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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Digital86
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Re: [UPDATE] Missile Spoof

Post by Digital86 »

Whether it is possible to use two devices at the same time (Missile Spoof + Automatic Chaff System)?
The conflicts won't be?
My English is very poor.
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Lone_Wolf
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Re: [UPDATE] Missile Spoof

Post by Lone_Wolf »

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.
OS : Arch Linux 64-bit - rolling release

OXPs : My user page

Retired, reachable at [email protected]
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Lone_Wolf
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Re: [UPDATE] Missile Spoof

Post by Lone_Wolf »

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 :

Code: Select all

DETONATE = {
	ENTER = ("setDesiredRangeTo: 250.0", dealEnergyDamageWithinDesiredRange, becomeExplosion); 
        EXIT = (); 
        UPDATE = (); 
    }; 
Wiki stated 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 = (); 
    }; 
Today i looked at standard missiles , and found they use

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]
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Norby
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Re: [UPDATE] Missile Spoof

Post by Norby »

A missile has 5 energy so based on dealEnergyDamage I think:

Code: Select all

this.ship.dealEnergyDamage(5, 250, 0);
Not counting possible OXP missiles with higher max. energy.
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Lone_Wolf
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Re: [UPDATE] Missile Spoof

Post by Lone_Wolf »

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

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]
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