Re: [UPDATED RELEASE] Coyote's Run Mission
Posted: Wed Feb 13, 2013 9:08 am
Coyote's Run topic from the Discussion forum merged with the OXP's original thread.
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I thought this comment was worth picking up on, because while not common, it can happen.paulh wrote:...is it quite common for OXPs to fizzle out if you go off the scripted path?
Code: Select all
// Cecear
else if(missionVariables.Coyote_status == "STAGE_229" && system.ID == 126 && player.ship.dockedStation.isMainStation)
{
missionVariables.Coyote_status = "STAGE_230";
mission.setInstructionsKey("CE_MI_S_230_01");
mission.runScreen({title: "Coyote's Run", messageKey: "Coyote_Cecear_mainstation"});
}
// Leitesan **** BUG? ****
else if(missionVariables.Coyote_status == "STAGE_229" && system.ID == 185 && player.ship.dockedStation.isMainStation)
{
missionVariables.Coyote_status = "STAGE_240";
mission.setInstructionsKey("CE_MI_S_240_01");
mission.unmarkSystem(185);
mission.markSystem(89);
mission.runScreen({title: "Coyote's Run", messageKey: "Coyote_Leitesan_mainstation", model: "coyotesahana2"});
} // Bizalein Navy Station
else if(missionVariables.Coyote_status == "STAGE_240" && system.ID == 89 && player.ship.dockedStation.primaryRole == "CoyoteNavystation2")
{
mission.runScreen({title: "Coyote's Run", messageKey: "Coyote_Bizalein_navystation", choicesKey: "Coyote_Bizalein_navystation_choices"}, this.choices);
}
Bear in mind that this OXP is loosely based on a piece of fiction, within which there are as-yet unexplained reasons for such behaviour.metatheurgist wrote:I'm enjoying the OXP but I'm having trouble seeing why my Commander would be motivated to jump through all those hoops for Sahana.
That should helpEl Viejo wrote:Arrgh! I cannot deal with Rot13
Yeah, thanks gizmo... I do know what Rot13 is (I can even translate it), I just find it pointless and irksome.gizmo wrote:That should helpEl Viejo wrote:Arrgh! I cannot deal with Rot13
Even better is the Firefox AddOn 'Leet Key'.El Viejo wrote:Yeah, thanks gizmo... I do know what Rot13 is (I can even translate it), I just find it pointless and irksome.gizmo wrote:That should helpEl Viejo wrote:Arrgh! I cannot deal with Rot13
I'm sure Okti will see the issue - he is probably already aware of it (among other problems), but he is incommunicado, it would seem.metatheurgist wrote:If you send the info to Okti(?) I think he should see the issue immediately.
This sounds remarkably like some problems I was experiencing with engine sounds in BGS at one time..metatheurgist wrote:Hello, I'm not trying to be a pain in the butt, honest.
Ran into a minor complication with Mr Viper Inspector. I was asked to pull over and did, but then I got shot for obeying a directive anyway. Turns out Mr Inspector was expecting my ship to have a speed identical to 0. Don't know if it's because I'm driving a SuperCobra or something but my speed was recorded at being 7.152557373046875e-7, not 0. So being such a flagrant scofflaw Mr Sticks to the Rules or Die decided to terminate my existance. If only RL courts were so demanding.
Anyway I decided to de-stick-in-the-ass Mr Inspector a bit by making him accept <0 rather than explicitly 0 as having obeyed the directive. We are both happier for the experience. Well, mainly he is, since he gets to live.