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Posted: Fri Jan 11, 2008 9:45 am
by Commander McLane
Cmdr. Maegil wrote:
...which defeats the whole purpose of 'testing' those expensive buggers...
So is finally somebody lending me a hand?

Thanks! (Although we form a weird alliance. A disguised pirate and a nut-job... :? )

Posted: Fri Jan 11, 2008 10:08 am
by Captain Hesperus
Commander McLane wrote:
Cmdr. Maegil wrote:
...which defeats the whole purpose of 'testing' those expensive buggers...
So is finally somebody lending me a hand?

Thanks! (Although we form a weird alliance. A disguised pirate and a nut-job... :? )
And a repudiated Trumble-trader!! My Python is hardly what you could call combat-ready (some cynics among my crew would go as far as saying she's not flight ready, but I ignore them in a flurry of suspended wage packets) so I have to get my kills where I can. Hands up if you've ever successfully gone into a fur-ball with a dozen pirates in a beat up old Python. It'd be like entering a monster truck rally in your granny's Fiat Uno.

Captain Hesperus

Posted: Fri Jan 11, 2008 10:25 am
by Commander McLane
Captain Hesperus wrote:
Commander McLane wrote:
Cmdr. Maegil wrote:
...which defeats the whole purpose of 'testing' those expensive buggers...
So is finally somebody lending me a hand?

Thanks! (Although we form a weird alliance. A disguised pirate and a nut-job... :? )
And a repudiated Trumble-trader!!
Okay, welcome to the club!

"PLEASE ACCEPT MY RESIGNATION. I DON'T WANT TO BELONG TO ANY CLUB THAT WILL ACCEPT ME AS A MEMBER" (G. Marx)

Posted: Fri Jan 11, 2008 11:16 am
by Eric Walch
Disembodied wrote:
On the hulk issue, might it be possible to create two different types of hulk -- "hot" and "cold"? A "hot" hulk would be created when a pilot ejects, but after, say, 60 seconds, would become a "cold" one.
I browsed through the code, and saw that there might be an other bug on this point. Reading the code, when a escape pod launches, the scanclass is set to that of "CLASS_CARGO" and the "is_hulk" is set to true.

When destroying an item there is a explicit check for CLASS_CARGO. When "commodityAmount" more than 0 it is treated as real cargo and you don't get a credit for the kill. When "commodityAmount = 0" you get a kill. So for the hulk you get the kill. But with creating cargopods for my missions with a "addShip" command, I noticed a bug and never was able to give it a commodity amount. That means shooting such pods also gives you a kill. The same is valid for some scripted cargo of things like "Cargo_wreck_teaser".

I think the line:

Code: Select all

BOOL killIsCargo = ((killClass == CLASS_CARGO) && ([other commodityAmount] > 0));
in PlayerEntity.m should be changed into:

Code: Select all

BOOL killIsCargo = ((killClass == CLASS_CARGO) && (![other is_hulk]));
This way killIsCargo is set for everything with scanclass CLASS_CARGO except for a hulk.

More complicated, but better would be to never award for a kill of anything with scanclass = CLASS_CARGO. But than as alternative, award a kill when the status of a ship changes to "is_hulk". For me is completely disabling the ship and ejection of the pilot, equivalent with a kill. This way you only get a kill for creating a hulk (hot) and not for killing a cold hulk.

Posted: Fri Jan 11, 2008 7:52 pm
by Cmdr James
I have been reading about kills (nerd) and claiming kills for an ejection is pretty reasonable I think.

I like Erics suggestions, but there is another concern, which is what to do with Tharglets, Thargons, or whatever those remote things are. Currently they are cargo, and they also award a kill. I think this is reasonable, but changes like this might also change how they are handled.

Posted: Fri Jan 11, 2008 9:20 pm
by Eric Walch
which is what to do with Tharglets, Thargons, or whatever those remote things are. Currently they are cargo, and they also award a kill.
Both options above will leave the current exception for Tharglets in place. There is nothing changing.

Only problem with tharglets is that they are to specific programmed in the code. I have been programming an OXP with specific thargoids with their own role. To give them tharglets they needed also a new specific role. For the player they look the same, but because of the new role they are treated as real cargo.

Posted: Wed Jan 16, 2008 3:02 pm
by Arexack_Heretic
hot and cold targets could also apply to tharglets?
ie hot when active, scoopable and cold when not.

ps I never scooped a 'live' thargon, has anyone?

Posted: Wed Jan 16, 2008 3:09 pm
by Commander McLane
No, but could be worth a try. Perhaps a commander in highest despair could try to ram a Tharglet and then accidentally scoop it in the process?

Posted: Sun Jan 27, 2008 12:18 pm
by Cmdr James
Arexack_Heretic wrote:
hot and cold targets could also apply to tharglets?
ie hot when active, scoopable and cold when not.

ps I never scooped a 'live' thargon, has anyone?
I tried pretty hard to scoop a live tharget today, and I am not fairly sure it isnt possible.

Also, I discovered that if you use the debug features (of the trunk osx version) you get some super weird behaviour with thargetls that are scoopable, but contain criminals "You captured someone" instead of alien items !!! I know its a debug feature, and using it can be expected to have weird results, but I thought it was interesting.

Posted: Sun Jan 27, 2008 12:40 pm
by another_commander
Cmdr James wrote:
Also, I discovered that if you use the debug features (of the trunk osx version) you get some super weird behaviour with thargetls that are scoopable, but contain criminals "You captured someone" instead of alien items !!! I know its a debug feature, and using it can be expected to have weird results, but I thought it was interesting.
Maybe this has to do with adding thargoids manually or by script (i.e not created by the system populator). Can you reproduce it with addShips, for example? I recently fixed some code that was adding crewed ship entities to the universe when said entities should not have crews. It is possible that an additional check for the tharglets be in order.