Killit™.oxp (was Superweapon.oxp)

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

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Commander McLane
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Killit™.oxp (was Superweapon.oxp)

Post by Commander McLane »

Now with two more superweapons, and a supermissile!

So, here it is for your use, or mis-use, or whatever. Download through the Wiki:

http://wiki.alioth.net/index.php/Killit_OXP


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Here comes Killit.oxp, the next step in the silly arms race we're all in. For those of you who can't get enough of uber-ships, uber-uber-ships, and uber-uber-uber-ships. And of course of uber-weapons, uber-uber-weapons, and uber-uber-weapons.

Want to exterminate a Navy Battlestar and its whole fleet of Dreadnought escorts in your Cobra 1? Be my guest!

This OXP contains five pylon mounted Killit™ weapons with insta-death effect. Just release one of them like a mine, and watch the insta-death of all your enemies (and friends, if you happen to have any--well, certainly not anymore after using this weapon) around you:

(1) The Killit™ Superweapon. Instantly kills everything in scanner range. No mercy. Available at TL 6 for a mere 100,000 ₢.

(2) The Killit™ Megaweapon. Instantly kills everything in triple scanner range. No nonsense. Available at TL 8 for a full 250,000 ₢.

(3) The Killit™ Uberweapon. Instantly kills everything in the whole system. No, really! Available at TL 10 for a good 500,000 ₢.

(4) The Killit™ Pandoraweapon. Instantly kills everything in the whole galaxy. No joke! Available at TL 12 for a round 1,000,000 ₢.

(5) The Killit™ OMGWTFBBQweapon. Instantly kills really everything. No survivors. Available at TL 13 for an ultimate 5,000,000 ₢.

(the last two are presented to you courtesy of another_commander)

For less mass destruction it now also brings you

(0) the Killit™ Missile. Guaranteed to kill your current target. Fire-and-forget. Available at TL 6 for a bargain of 30,000 ₢.

Oh, I almost forgot, as a special bonus the use of these weapons will also clear your legal status.

And don't tell me these are un-balanced. They have a price-tag, after all, haven't they? And doesn't that balance everything?



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Okay, lets get serious here. Of course, these kind of weapons are complete and utter cheats, and to use them you have to be completely and utterly insane. It makes no sense whatsoever within the Ooniverse. But on the other hand, has this argumentation ever prevented anybody from doing something cheaty and insane? No, it hasn't, and it won't.

Let's face it, the possibility to script uberweapons exists, and therefore some day some bloke will script them, and use them. That's the whole point of the current Oolite arms race (concerning ships as well as weapons). So, I thought, why not me, and why not today?
Last edited by Commander McLane on Fri Oct 09, 2009 2:42 pm, edited 4 times in total.
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Post by Disembodied »

Of course, sarcasm is the lowest form of wit ...

... which is not to say that it isn't funny. :lol:
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Post by another_commander »

Your OXP is incomplete, McLane. You need to add:
1) The Pandoraweapon: Insta-kills everything in all systems of the present Galactic Chart except player. Available at TL15 and costs 2,000,000 Cr.
2) The OMGWTFBBQweapon: Insta-kills everything in every single one of the 2048 planets of the game, including the player. Available at Oresrati only. Cost 5 TCr (TeraCredits)
3) The 42weapon: Insta-blows up the player's computer. TL and cost irrelevant at that point.
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Post by Thargoid »

I see your self-discipline isn't as strong as mine in resisting writing this one... ;)

Oh and isn't the 42weapon called a hammer?
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Post by Cody »

Not to mention the Back-to-the-Stone-Age weapon:
Resets and locks the player's computer to Strict Gameplay.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Post by Sendraks »

Any chance that you make an addition to the oxps so that once the weapon is fired the player is taken to a message screen that says "CONRGATULATIONS YOU HAVE WON AT OOLITE"" and then it immediately takes them to the start screen?

After all there are oolite players out there who will download these oxps, fit 4 to their Naval Imperial Big Wahoonie whatever and then complain that Oolite is "too easy."

But not anymore! With this simple addition to these OXPs they'll have the satisfaction of the life achievement of having "WON OOLITE!" They'll be free to go about their lives with all the acclaim this achievement carries with it. Fame, women and fresh towels will be their's for the taking!
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Post by Commander McLane »

More weapons: nice ideas sarcasm-wise, but not (yet) scriptable. I stuck to what we can do.

Oh, and to be completely honest, I toyed with the idea of not excluding the player ship from the effects of the Uberweapon. After a sleepness night I ultimately decided against it. (Don't you think there was any connection between these two. I was watching TV for too long yesterday, now I feel a little tired...)

And for the YOU WON OOLITE idea: I think that would be more a case of "CONGRATULATIONS. YOU PWNED OOLITE. NOW GO BACK TO YOUR TOY-BOX." :roll:

------------------

And for all you guys whom I honestly respect: I sincerely apologize for this. Consider it a (probably failed) attempt on some psycho-hygienical cleanup on my side, before I return to the real game. Also, to my defense I would have to say that I've browsed too much in the uncyclopedia recently. But, of course, that doesn't change the fact that Once you've done it, you can't undo it.
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Post by Cmdr James »

What I find doubly amusing, is that you have essentially just implemented a slightly upgraded energy-bomb which is a part of the core game!
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Post by Thargoid »

Commander McLane wrote:
More weapons: nice ideas sarcasm-wise, but not (yet) scriptable. I stuck to what we can do.
All perfectly scriptable actually (except the computer-blowing up one). First one just do it every time the player arrives in a system until the do a galactic jump, and the second just keep doing it at jump without end (with a suitable timer to check for new arrivals and nuke them too).

And the "you won" is simple too, a mission screen then this.ship.explode() ;)
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Post by Commander McLane »

Cmdr James wrote:
What I find doubly amusing, is that you have essentially just implemented a slightly upgraded energy-bomb which is a part of the core game!
I am in fact very much aware of this. However, the energy bomb is limited in its effectivity, and won't destroy anything with a high enough energy. Also it doesn't affect asteroids etc (IIRC).

But you could surely say that I walked the path which is opened by the energy bomb consequently to its bitter end. The superweapons are exactly what it says on the tin. No casualties. No leftovers. 8)
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Post by Commander McLane »

Thargoid wrote:
Commander McLane wrote:
More weapons: nice ideas sarcasm-wise, but not (yet) scriptable. I stuck to what we can do.
All perfectly scriptable actually (except the computer-blowing up one). First one just do it every time the player arrives in a system until the do a galactic jump, and the second just keep doing it at jump without end (with a suitable timer to check for new arrivals and nuke them too).

And the "you won" is simple too, a mission screen then this.ship.explode() ;)
Captaaaaaaiiiiiiiiiiiiiiiin, I see a version 1.1 at the horizoooooon!!!!!!!!!!!

Although I would script it a little differently. For the first one, I would use remove() instead of explode() in every new system, because the explosion is supposed to have happened when the bomb first was fired. Also another remove on every tickle, to prevent the system from being re-populated. Oh, and the galaxyNumber would have to be stored, so that upon returning to the galaxy it would still be empty.

For the second one the clue is in the words "including the player". That's essentially the Uberweapon, just delete the "var playerShip = this.deadShips.shift()" from the script. That way you won't get a mission screen, though.

For the third one I would have to rely on including a Trojan in the script, which is above my capabilitities... :oops:
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Re: Superweapon.oxp

Post by Eric Walch »

Commander McLane wrote:
Here comes Superweapon.oxp, the next step in the silly arms race we're all in. ....Oh, I almost forgot, as a special bonus the use of these weapons will also clear your legal status.
It makes sense that when you kill everything, there are no witnesses left to update your legal status. :twisted:

Your weapons just dwarf my nuke missiles 0.9 I am working on. Not as lethal as yours but at least one of them should be able to whip out a seedy space bar. Development of this nuke started after I was deprived of my well earned fee by a bar for the third time.
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Re: Superweapon.oxp

Post by Commander McLane »

Eric Walch wrote:
Commander McLane wrote:
Here comes Superweapon.oxp, the next step in the silly arms race we're all in. ....Oh, I almost forgot, as a special bonus the use of these weapons will also clear your legal status.
It makes sense that when you kill everything, there are no witnesses left to update your legal status. :twisted:
Actually, the game engine takes care of that all by itself. The weapon kills everything instantly, so neither police nor station AIs can react to it anymore. Which means there is no penalty for its use.

I still included the feature, because I thought, well, while we're at it, why not do something else equally silly? Yes, wipe your past offenses. :D
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Re: Superweapon.oxp

Post by ClymAngus »

Commander McLane wrote:
Here comes Superweapon.oxp, the next step in the silly arms race we're all in. For those of you who can't get enough of uber-ships, uber-uber-ships, and uber-uber-uber-ships. And of course of uber-weapons, uber-uber-weapons, and uber-uber-weapons.
GASP! You sir are retro game terrorist! How dare you despoil our sacred gaming experience with you zero encrusted damage totals.

I started playing this game because I wanted to trade back and forth endlessly, farting my weapons uselessly at hostiles till I died at the keyboard of old age. But NO! here you come, dancing in with you fandy dandy uber weapons and actually make it possible to "win" this game.

With this oxp you make a mockery not only of this game, but religion, philosophy and the universal purpose of life, which as everyone knows is: "smack your head impotently against a brick wall until you cark it."

I will not only, not be downloading this, I will undownloading it back to the place you originally uploaded it to until you have at least 5 copies sitting there!!!! That's how much I won't be downloading this sir!

The only way I can see possible redemption is to; in the interest of game balance these MUST be available as first choice weapon for pirates and Monk gunships also and that this MUST be folded into shipyards WITH OUT FAIL!!


:D
I personally would have restricted them to high tech level worlds (industrial dictatorships), maybe upped the price a little.
Still I might steal your code and actually make something useful. :)

I would just like it on the record that I hold the Monk gunship personally responsible for this on going happy travesty. :D
Last edited by ClymAngus on Fri Sep 04, 2009 12:06 pm, edited 1 time in total.
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Post by LittleBear »

@Eric. I think the script is ok on 1.72, but I've only just got round to installing 1.73 so I'll do some testing. Has the name for player.ship changed? Part of the reason I haven't done much on RH recently is I wanted to wait for 1.73 before finishing it. :wink:
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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