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Re: [RELEASE] ShipVersion OXP v1.1

Posted: Sun Feb 01, 2015 11:55 am
by Marte
Norby wrote:
The top 10% get jammers which deny to lock it, a fun thing also but vulnerable to the laser attacks as others.
Oh, my! Now I understand why sometime I'm not able to lock a ship!!! :)

By the way, can I suggest you to add a message that announce this occurrence? Something like: "Target scrambled: can't lock it!"...

Without any clue, this feature seems a bug. ;)

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Sun Feb 01, 2015 12:49 pm
by Norby
Marte wrote:
Norby wrote:
The top 10% get jammers which deny to lock it, a fun thing also but vulnerable to the laser attacks as others.
Oh, my! Now I understand why sometime I'm not able to lock a ship!!! :)

By the way, can I suggest you to add a message that announce this occurrence? Something like: "Target scrambled: can't lock it!"...

Without any clue, this feature seems a bug. ;)
Nice idea, just I can't make it at oxp level due to the event handler is not fired until the target is not locked (like in Catch-22).
I think this is a core feature request.

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Sun Feb 01, 2015 1:59 pm
by Rorschachhamster
I think you could do something like:

Code: Select all

var shipdata = Ship.shipDataForKey("Entity in Crosshairs when you press R");
if(shipdata["has_military_jammer"]==true ) {display message};
... but I'm not sure if this works if it has a percent-chance with the key like "has_military_jammer"=0.75; :?

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Sun Feb 01, 2015 5:20 pm
by Norby
There is something: the ship.isJamming tell it exactly, but there is no reference to the ship when is not locked. There is a trick to check all ships in range and compare positions with the orientation of player ship to guess if it is in the crosshairs or not, but there is no keypress event handler which can tell when you press the "r" key. So if I make it then it will be displayed always when lined up. A core solution would be much more elegant.

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Mon Feb 02, 2015 11:12 am
by Marte
I understand the point.

What about a visualization workaround, in the meanwhile? Something like a custom blinking lollipop (color/black/color...) if the player has the Scanner Targeting Enhancement?

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Mon Feb 02, 2015 5:30 pm
by cim
The Military Jammer/Filter equipment pair are not supported equipment items - they're only half-implemented and have various subtle (and some less subtle) bugs. If they happen to do something you find useful for an OXP, that's fair enough.

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Mon Feb 02, 2015 6:29 pm
by Norby
Marte wrote:
Something like a custom blinking lollipop (color/black/color...) if the player has the Scanner Targeting Enhancement?
Blinking a bit disturbing imho, maybe a "Jamming reporter" equipment can provide a beliveable solution which display the message and/or blinking if installed.

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Mon Feb 02, 2015 6:39 pm
by Smivs
Isn't the whole point of these to add a 'stealth' element? Anything which alerts the player to a 'jammed' ship surely defeats the whole point of them.

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Tue Feb 03, 2015 4:52 pm
by Marte
Smivs wrote:
Isn't the whole point of these to add a 'stealth' element? Anything which alerts the player to a 'jammed' ship surely defeats the whole point of them.
The "stealth" element is still present (and not ruined), with the incrased aiming difficult and the incapacity of using missiles (jammed ship is not invisible...)

The alert, if any, is useful only to inform the player that the unlockable enemy is an intended feature and not a bug of the game. ;)

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Tue Feb 03, 2015 4:57 pm
by Cody
Marte wrote:
The alert, if any, is useful only to inform the player that the unlockable enemy is an intended feature and not a bug of the game.
I don't think you need to alert the player - the Green Gecko doesn't.

Re: [RELEASE] ShipVersion OXP v1.2

Posted: Tue Feb 03, 2015 4:59 pm
by Fatleaf
Having surprises adds a bit of fun into the game.

Re: [RELEASE] ShipVersion OXP v1.22

Posted: Sun May 08, 2016 4:30 pm
by Norby
Following the 3. wish in this post, [wiki]ShipVersion[/wiki] is updated in Mechanics category to v1.22:

- Minimal service level will not cause loss of weapons anymore.
- Fixing a bad service level by 1% is cheaper, only 100 Cr.
- Scanner colors refined: red mean a ship targeting the player, orange mean bounty.
- Fixed a bug at automatic bad service level repair after 5 minutes.

Re: [RELEASE] ShipVersion OXP v1.23

Posted: Sun May 22, 2016 7:44 pm
by Norby
In v1.23:
-No version number in NPC names if shipversion is -1 in script_info, used by TIE fighters in [wiki]Star Destroyer[/wiki].
-Small fix in scanner color restore.

Re: [RELEASE] ShipVersion OXP v1.23

Posted: Mon Jun 29, 2020 5:34 pm
by Milo
With pedantic mode enabled in the debug console, these occur frequently:

Code: Select all

Warning (strict mode): reference to undefined property ship.scriptInfo.shipversion
    Active script: shipversion 1.24
    shipversion.js, line 389:
                    var v = parseInt( ship.scriptInfo.shipversion );

Warning (strict mode): reference to undefined property ship.scriptInfo.shipversion
    Active script: shipversion 1.24
    shipversion.js, line 669:
            var v = parseInt( ship.scriptInfo.shipversion );
            

> ps.scriptInfo 
{}
Please also see here.

Re: [RELEASE] ShipVersion OXP v1.23

Posted: Thu Jul 09, 2020 2:22 am
by Milo
Lines 464-467 of shipversion.js:

Code: Select all

                if( ship.bounty > 0 ) {
                    ship.awardEquipment("EQ_EEG");
                    ship.awardEquipment("EQ_HTCAT"); //requires EEG and clean status
                }
Shouldn't that be === 0 instead of > 0 based on the comment (requires clean status)?