missile reactions...

An area for discussing new ideas and additions to Oolite.

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Kaks
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Quite Grand Sub-Admiral
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Post by Kaks »

Screet, it sounds like some of the missile problems you're having are due to the changes you've made to your own personal copy of Oolite, and some incomplete conclusions as to what missiles are or aren't when you made those changes.

If that's the case, then your own copy of Oolite has already got its own personal bugs, ones that have nothing to do with the Oolite other people are using.

Maybe before reporting a bug / odd behaviour, it might be worth compiling an unchanged version of Oolite, and see if you can reproduce the same problem there.

Hope this helps,

Kaks.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Screet
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Post by Screet »

Kaks wrote:
Screet, it sounds like some of the missile problems you're having are due to the changes you've made to your own personal copy of Oolite, and some incomplete conclusions as to what missiles are or aren't when you made those changes.
Yes, that reminder is correct...this morning I did not see the difference between behaviour and state of an AI :oops:

However, I really did not have my turrets fire...and I do wonder where this does come from. After changing the if-clause for turrets to allow either ship or missile to be hostile, I did not have that problem anymore. Yet I'm not really sure that missiles are not ships anyway and thus the addition having no functionality :?

Screet
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