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Re: First OXP (Crybaby)
Posted: Wed Jan 23, 2013 4:10 pm
by Dr.Tripsa
Eric Walch wrote:Dr.Tripsa wrote: it is only activated by the presence of a pirate (entity.hasRole("pirate")) within 1/5 Km.
Not true as this tests if a "pirate" role is among the possible roles for that ship, that may be added as a trader at the moment. You probably need: (entity.primaryRole == "pirate")
YIKES! thanks for catching this!
Re: First OXP (Crybaby)
Posted: Wed Jan 23, 2013 4:41 pm
by Diziet Sma
Dr.Tripsa wrote:(by contrast the scanner display is what .. 10Km radius? )
25Km radius, in 1:1 mode.
Dr.Tripsa wrote:The reason for the test release is so people can give feedback on pricing/availability after playing with it a bit

I suspected as much.. I was really just making a joke..

Re: First OXP (Crybaby)
Posted: Wed May 14, 2025 8:04 am
by Cholmondely
Eric Walch wrote: ↑Mon Jan 21, 2013 8:19 pm
This UPDATE needs a pause to become:
Code: Select all
UPDATE = (broadcastDistressMessage, "pauseAI: 8");
Without pause, it is broadcasted 4 times every second. That is a bit overuse of cpu time. Specially because identical messages are suppressed and not visible at all.
One problem will be that the beacon needs a primary aggressor that is already targeting the beacon in attack mode. If not present, broadcastDistressMessage will do nothing.
EDIT: This behaviour is different that written in the wiki were it is suggested that you can set a primary target that will become the "aggressor". I looked it up, and the wiki was correct up to Oolite 1.74. In 1.76 there already needed to be an explicit primary aggressor. Probably to prevent buggy behaviour where a viper went after an unwanted primary target. (Going to edit the wiki now....)
Is this still true? This "method" is mentioned on 4 relevant wiki pages which seem to say nothing apart from this one:
https://wiki.alioth.net/index.php/Oolit ... essMessage