Anarchies.oxp (v 0.1)

Discussion and information relevant to creating special missions, new ships, skins etc.

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LittleBear
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Post by LittleBear »

Haven't had that problem with the killplayerAI myself, but JS reported in playtesting that the Soin Sisters somtimes ignored him and went to the planet instead, so seems an intermitant bug. Not sure why, as KillPlayerAI is a very simple AI. (It does what it says on the tin! They always attack the player and never run away). Could use the holdkillplayerAI. This is the same, but the ships wait where they are spawned until they detect the player. I used this one where I wanted the ships to act as "guards" around a stationary object (such as the Repair Base), as otherwise by the time the player arrived they'd have gone, not finding the player when spawned as he's still at the w/s point or Main Station and so heading for the planet and being out of scanner range to find him when he did arrive.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Commander McLane
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Post by Commander McLane »

Thanks, LittleBear. Then I think I have to live with it.

Currenty I am spawning two bounty hunters at the witchpoint, so they find me immediatly. Also both of them immediatly fire their full load of missiles on me, but then usually only one of them attacks me with his laser as well. The other seems to lose interest and heads for the planet. Even if I fire at him I cannot make him attack me again (but his AI constantly passes through performAttack). Sometimes when I get in front of him I can make him attack me. Odd.
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Commander McLane
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Post by Commander McLane »

Implemented the random possibility to clear yourself by bribing a CalGop official in a main-station in an Anarchy system. (There can however be a catch to it, just to make it more interesting...)

To do: Fully implement the two awesome asteroid models Killer Wolf has made. I can promise everybody a surprise, because they have a wonderful feature that nobody might expect. :lol:

"Fully implement" means mostly that I still have to sort out an escorting problem. At least the Hacker Outpost shall be escorted by Sentinel Asteroids, but I haven't yet managed to make them really escort the outpost.

After finishing that I can upload the new version (0.9?, 1.0?) to Oosat2 (for the time being far to big for the wikisat).
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CaptKev
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Post by CaptKev »

Commander McLane wrote:
To do: Fully implement the two awesome asteroid models Killer Wolf has made. I can promise everybody a surprise, because they have a wonderful feature that nobody might expect. :lol:
Now I'm intrigued :!:
Download Fighter HUD, Stingray and System Redux from the EliteWiki
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julyy
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Post by julyy »

I love this thread ;)
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Commander McLane
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Post by Commander McLane »

Thanks, julyy! I hope you're going to love the OXP as well.

:D :D :D :D :D
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julyy
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Post by julyy »

Commander McLane wrote:
Thanks, julyy! I hope you're going to love the OXP as well.

:D :D :D :D :D
Absolutley :!::!::!::!:
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Arexack_Heretic
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Post by Arexack_Heretic »

I saw a possible problem in the henchmanAIs they do not really wait for the player, instead they continuously scan for him.

This may not be immediately visible, for as soon as player comes close, they will blurt the message and turn pirate.

It may be better on systemresources to have a pauseAI: 10 in the UPDATE section.
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Commander McLane
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Post by Commander McLane »

Okay, sounds reasonable. Thanks for the hint! :)

P.S. And I see your planet is "scourged" now! :wink:

P.P.S. Nice signature!
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