So is finally somebody lending me a hand?Cmdr. Maegil wrote:...which defeats the whole purpose of 'testing' those expensive buggers...
Thanks! (Although we form a weird alliance. A disguised pirate and a nut-job... )
Moderators: winston, another_commander
And a repudiated Trumble-trader!! My Python is hardly what you could call combat-ready (some cynics among my crew would go as far as saying she's not flight ready, but I ignore them in a flurry of suspended wage packets) so I have to get my kills where I can. Hands up if you've ever successfully gone into a fur-ball with a dozen pirates in a beat up old Python. It'd be like entering a monster truck rally in your granny's Fiat Uno.Commander McLane wrote:So is finally somebody lending me a hand?Cmdr. Maegil wrote:...which defeats the whole purpose of 'testing' those expensive buggers...
Thanks! (Although we form a weird alliance. A disguised pirate and a nut-job... )
Okay, welcome to the club!Captain Hesperus wrote:And a repudiated Trumble-trader!!Commander McLane wrote:So is finally somebody lending me a hand?Cmdr. Maegil wrote:...which defeats the whole purpose of 'testing' those expensive buggers...
Thanks! (Although we form a weird alliance. A disguised pirate and a nut-job... )
I browsed through the code, and saw that there might be an other bug on this point. Reading the code, when a escape pod launches, the scanclass is set to that of "CLASS_CARGO" and the "is_hulk" is set to true.Disembodied wrote:On the hulk issue, might it be possible to create two different types of hulk -- "hot" and "cold"? A "hot" hulk would be created when a pilot ejects, but after, say, 60 seconds, would become a "cold" one.
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BOOL killIsCargo = ((killClass == CLASS_CARGO) && ([other commodityAmount] > 0));
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BOOL killIsCargo = ((killClass == CLASS_CARGO) && (![other is_hulk]));
Both options above will leave the current exception for Tharglets in place. There is nothing changing.which is what to do with Tharglets, Thargons, or whatever those remote things are. Currently they are cargo, and they also award a kill.
I tried pretty hard to scoop a live tharget today, and I am not fairly sure it isnt possible.Arexack_Heretic wrote:hot and cold targets could also apply to tharglets?
ie hot when active, scoopable and cold when not.
ps I never scooped a 'live' thargon, has anyone?
Maybe this has to do with adding thargoids manually or by script (i.e not created by the system populator). Can you reproduce it with addShips, for example? I recently fixed some code that was adding crewed ship entities to the universe when said entities should not have crews. It is possible that an additional check for the tharglets be in order.Cmdr James wrote:Also, I discovered that if you use the debug features (of the trunk osx version) you get some super weird behaviour with thargetls that are scoopable, but contain criminals "You captured someone" instead of alien items !!! I know its a debug feature, and using it can be expected to have weird results, but I thought it was interesting.