[WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)
Moderators: winston, another_commander
[WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)
"... The Q-bomb was banned across Galcop, Federation and Imperial space...". This is quote from Quirium Cascade Mine.
Why the NPC-ships not can activated Q-Bomb?
I am developed the upgrade Q-Bomb AI for fixed this issue.
Let me know if I've missed anything about bombs, or if something doesn't make sense.
Questions, comments, suggestions, and error reports welcome!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Upgrade the Q-bomb AI as OXP:
You can download this OXP from the following links:
Download OXZ version 0.2 here: OXZ.
Download OXP (in zip) version 0.2 here: OXP.
Why the NPC-ships not can activated Q-Bomb?
I am developed the upgrade Q-Bomb AI for fixed this issue.
Let me know if I've missed anything about bombs, or if something doesn't make sense.
Questions, comments, suggestions, and error reports welcome!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Upgrade the Q-bomb AI as OXP:
You can download this OXP from the following links:
Download OXZ version 0.2 here: OXZ.
Download OXP (in zip) version 0.2 here: OXP.
Last edited by Rustem on Thu Jan 18, 2018 11:51 am, edited 3 times in total.
- Diziet Sma
- ---- E L I T E ----
- Posts: 6312
- Joined: Mon Apr 06, 2009 12:20 pm
- Location: Aboard the Pitviper S.E. "Blackwidow"
Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)
Certainly NPC ships in some OXPs can use Q-Bombs.. the more dangerous marks in Random Hits carry them as a last-ditch defence or from-the-grave revenge attack. That particular tactic was a big part of the reason I came up with the Q-Bomb Detector.
I vaguely seem to recall some past discussion about the pros and cons of NPC use of WMDs. NPC use of Q-Bombs may have been downgraded as a result of that discussion.. but I'm not sure of that.
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: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)
Upgrade Q-bomb AI OXP is released. It is worked for player, NPC-ships and rock-hermits. It is the beta release. Links in the first message.
- montana05
- ---- E L I T E ----
- Posts: 1166
- Joined: Mon May 30, 2016 3:54 am
- Location: lurking in The Devils Triangle (G1)
Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)
Sorry Rustem,
I had some test-runs today, the result was nicely flowing bombs and your log but no explosions.
This simple AI is actually working pretty well:
{
GLOBAL =
{
//ENTER = ("commsMessageByUnpiloted: [CWC_explosion_01]", "pauseAI: 5.0");
ENTER = ("pauseAI: 5.0");
UPDATE = ("setStateTo: DETONATE");
};
DETONATE =
{
ENTER = (becomeEnergyBlast);
};
}
Scars remind us where we've been. They don't have to dictate where we're going.
Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)
- montana05
- ---- E L I T E ----
- Posts: 1166
- Joined: Mon May 30, 2016 3:54 am
- Location: lurking in The Devils Triangle (G1)
Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)
I am testing in Oolite version 1.86 (x86-64) under Windows. After I replaced the AI with your JS version the Q-bombs got spawned (I am using a script) but refused to explode. In the log I got your message: [Oolite Q-bomb AI]: Q-bomb - shipSpawned by ( null | player | spawnOne | system.addShips ).
You are very welcome to have a look by yourself at https://app.box.com/s/locs6adgq2kav1ct4v75opxhd91uuuua but please keep in mind its a WIP, currently mainly used for testing for other modules.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)
This version Q-bomb has safe mode spawning. It will activated if it:
- has owner;
- has order from owner for its activation via
AIScript.shipWasDumped()
.For example for your ship scripts should be:
Code: Select all
this.shipDied = function(who,why)
{
...
var reactor = system.addShips("EQ_CWC_Q_MINE", 1, this.ship.position);
reactor[0].AIScript.shipWasDumped();
reactor = system.addShips("EQ_CWC_Q_MINE", 2, this.ship.position);
reactor.forEach(function(ship) {ship.AIScript.shipWasDumped();}, this);
...
}
Code: Select all
var qbomb = ship.spawnOne("energy-bomb");
qbomb.AIScript.shipWasDumped();
- montana05
- ---- E L I T E ----
- Posts: 1166
- Joined: Mon May 30, 2016 3:54 am
- Location: lurking in The Devils Triangle (G1)
Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)
I obviously missed that, thank you Rustem. As soon as I got my new PSU I will run some new tests.
Scars remind us where we've been. They don't have to dictate where we're going.
- Cholmondely
- Archivist
- Posts: 5365
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: [WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)
New wiki page: http://wiki.alioth.net/index.php/Q-bomb_AI_modification
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?