Random Hits OXP
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- montana05
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Re: Random Hits OXP
While I am a big fan of this OXP there seems to be a small bug somewhere, resulting that the mark (this time Vampire) ejects a common escape pod instead of a RH model. It doesn't matter if you shoot or scoop the pod, the mission will always fail.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Random Hits OXP
You did shooting by plasma laser?
You installed this OXPs: LaserCannons, SniperGun, Towbar?
After reviewing the ship script code:
oolite-random-hits-mark.js
, for solution may be need addition of the next event handling:
Code: Select all
this.shipLaunchedEscapePod = function(escapepod, passengers)
{
//random hits mission routines
}
- montana05
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Re: Random Hits OXP
Its been a while so I am not sure anymore, my best guess is that I used sniping, so the ships laser (most likely Military laser or another variation from it). LaserCannons and SniperGun for sure were installed but I don't use on my ships. This situation only happens sometimes, while usually the RM pods are deployed sometimes just a standard escape capsule appears so you can't finish the mission because the pilot is handled in Oolite standard rules.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Random Hits OXP
I'm tested a mission on termination. After battle with escorts and shooting by "Plasma Ray" laser on the target ship, its launched the escape-capsule. Checked its ship script of the capsule:
@spara
This mission report on main station is fail. Its right?
So, need set on capsule this script
20:48:55.012 [oolite-random-hits-mark]: Mark was killed by: [PlayerShip "Caduceus Omega" position: (-8031.34, 88955.6, 571707) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT] Because of: energy damage. Last recorded hit: PLAYER_ATTACK
20:48:55.012 [oolite-random-hits-mark]: Mark podded out of his ship
...
21:05:20.791 [missionVariables.random_hits_status]: PODEDOUT
21:06:30.118 [PS.target.script]: [Script "oolite-default-ship-script" version 1.84] // after targeting on the escape-capsule
...
21:31:39.281 [missionVariables.random_hits_status]: null // in the main station
Code: Select all
<key>mission_random_hits_store_mark_ship</key>
<string>random_hits_mark_vamppurg</string>
This mission report on main station is fail. Its right?
So, need set on capsule this script
oolite-random-hits-pod.js
on this.shipLaunchedEscapePod
event handling and addition of the other random hits mission variables?Re: Random Hits OXP
I found a simple solution: added the
escape_pod_model
for random_hits_mark_vamppurg
in the shipdata.plist
Code: Select all
"random_hits_mark_vamppurg" = {
...
"escape_pod_model" = random_hits_pod1;
...
"script_info" = {
...
podType = "random_hits_pod1";
...
};
};
Re: Random Hits OXP
Hi!javirodriguez wrote: ↑Mon Jan 23, 2017 9:52 amHi!
I've been playing "random hits OXP" for a long time, i've done lots of missions including the most difficult ones, but i was reading on wiki that "successful hunters may also be offered special assignments". I've never been offered a "special job".
I would like to know what those special jobs are. Oolite rating: ELITE, Random hits rating: "great one".
Thanks!
What could be as a special assignments?
I have some ideas:
- how it could be implemented.
- add the some variation in the location (near sun, deep space) of the target(mark's ships), weapons (missiles, drones, fighters), etc.
- montana05
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Re: Random Hits OXP
I never had a special mission as well and as much as I remember when I looked into the code there are none. A feature you could describe as "special" are the relatives and friends waiting for you when you enter a new system, sometimes 100+ ships suddenly came after me. Not a problem nowadays because the overflow prevents them from spamming
Deep space missions or additional weaponry could spice RH up, maybe depending on the number of successful kills while already "Great One".
EDIT: Maybe the occasional attacks on the Seedy Space Bar (criminals and Thargoids) or the neutralization of pod thieves count as special.
Deep space missions or additional weaponry could spice RH up, maybe depending on the number of successful kills while already "Great One".
EDIT: Maybe the occasional attacks on the Seedy Space Bar (criminals and Thargoids) or the neutralization of pod thieves count as special.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Random Hits OXP
Its presented in the main script?Maybe the occasional attacks on the Seedy Space Bar (criminals and Thargoids)
I know that there are no special offers now. But on the basis of other OXP, sometime may be expanded the mission with different alternative endings for player with high rank:
- after the completion of the basic mission (scooping escape vessel) you need to find (destroy) the pirate base.
- additionally termination of the interceptor groups(pilots on the stealth ships) near the sun (or raiders near the miner rock hermit).
- destroy the big boss(hard ships) in the neighboring system.
They will not be required for play. Free choice.
May be it's not interesting? Any other ideas?
- montana05
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Re: Random Hits OXP
I believe you can find it at
bigBossAttack
and thargoidAttack
Personally I like the ideas, currently RH is pretty basic: jump in the system, fly straight to the station, destroy targets, dock and get reward. Lets see what opinion other players got.Rustem wrote: ↑Sun Oct 28, 2018 11:31 amI know that there are no special offers now. But on the basis of other OXP, sometime may be expanded the mission with different alternative end ings for player with high rank:
- after the completion of the basic mission (scooping escape vessel) you need to find (destroy) the pirate base.
- additionally termination of the interceptor groups(pilots on the stealth ships) near the sun (or raiders near the miner rock hermit).
- destroy the big boss(hard ships) in the neighboring system.
They will not be required for play. Free choice.
May be it's not interesting? Any other ideas?
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Random Hits OXP
Nice . That's a bug you've discovered. I'll check there aren't others like that lurking around and fix it asap.Rustem wrote: ↑Thu Oct 25, 2018 7:25 amI found a simple solution: added theescape_pod_model
forrandom_hits_mark_vamppurg
in theshipdata.plist
Code: Select all
"random_hits_mark_vamppurg" = { ... "escape_pod_model" = random_hits_pod1; ... "script_info" = { ... podType = "random_hits_pod1"; ... }; };
Edit: And oxp updated with the fix.
- montana05
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Re: Random Hits OXP
Well, another one probably still lurking around is
[script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Random_Hits 1.11.3): Error: System.addGroup: Invalid arguments (67) -- expected number (positive count no greater than 64)
When it come to spawning the griefing friends and families
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Random Hits OXP
I think these are interesting ideas and something I've been pondering in the past amongst other ideas. Absolutely nothing wrong in adding variety as long as the basic game does not change too much. And by that I mean that this oxp has always offered simple find and kill missions where the challenge comes from increasingly tough ships. That's my opinion at least. And you probably don't want to change that anyway .Rustem wrote: ↑Sun Oct 28, 2018 11:31 amIts presented in the main script?Maybe the occasional attacks on the Seedy Space Bar (criminals and Thargoids)
I know that there are no special offers now. But on the basis of other OXP, sometime may be expanded the mission with different alternative endings for player with high rank:
- after the completion of the basic mission (scooping escape vessel) you need to find (destroy) the pirate base.
- additionally termination of the interceptor groups(pilots on the stealth ships) near the sun (or raiders near the miner rock hermit).
- destroy the big boss(hard ships) in the neighboring system.
They will not be required for play. Free choice.
May be it's not interesting? Any other ideas?
I say, go for it, updating OXPs keeps them alive. And when you've got something concrete and if you're up for it, I'm more than happy to transfer the maintainship of the oxp to you. I'm kind of done with developing this oxp further and currently just maintaining it.
Re: Random Hits OXP
Bugger . I'll look into it.montana05 wrote: ↑Sun Oct 28, 2018 2:04 pmWell, another one probably still lurking around is
[script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Random_Hits 1.11.3): Error: System.addGroup: Invalid arguments (67) -- expected number (positive count no greater than 64)
When it come to spawning the griefing friends and families
Re: Random Hits OXP
I think I nailed it . A new version uploaded. It looks like there was no cap on angry relatives and since you've been so active in bounty hunting, the number of people with a grudge against you has gone over 64, which is the most the game can spawn in one addGroup command. There is now a cap in place, but you probably need to edit your save file by hand by finding the key random_hits_revenge_count and setting it to 64.spara wrote: ↑Sun Oct 28, 2018 2:06 pmBugger . I'll look into it.montana05 wrote: ↑Sun Oct 28, 2018 2:04 pmWell, another one probably still lurking around is
[script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Random_Hits 1.11.3): Error: System.addGroup: Invalid arguments (67) -- expected number (positive count no greater than 64)
When it come to spawning the griefing friends and families
That's quite a welcome party by the way when entering a system. 64 hostile ships ready to blast you to atoms .
- montana05
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Re: Random Hits OXP
Thanks spara, file changed and the first test run will happen in the next hours. Yeah, this welcoming parties were quite a challenge, hit the injectors fast and wait until they split up in smaller groups was the best tactic I ever could think ofspara wrote: ↑Sun Oct 28, 2018 3:52 pmI think I nailed it . A new version uploaded. It looks like there was no cap on angry relatives and since you've been so active in bounty hunting, the number of people with a grudge against you has gone over 64, which is the most the game can spawn in one addGroup command. There is now a cap in place, but you probably need to edit your save file by hand by finding the key random_hits_revenge_count and setting it to 64.
That's quite a welcome party by the way when entering a system. 64 hostile ships ready to blast you to atoms .
Scars remind us where we've been. They don't have to dictate where we're going.