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Posted: Thu Jun 17, 2010 6:06 am
by ADCK
Thargoid wrote:Adds to the list underneath more checks on TCAT...
Thanks - that one's odd though, maybe the script went weird somewhere. It's just a small randomisation of ships orientation, as I couldn't think of a way to get the PC to smack the player around the head enough to stun them
One way to stun them would be to set their yaw/pitch/roll temporarily to 0.0. don't know if that's possible though.
Posted: Thu Jun 17, 2010 5:05 pm
by Thargoid
Nope, those kind of stats are shipdata.plist fixed and read-only.
Posted: Fri Jun 18, 2010 12:44 am
by Switeck
Could you make the missile cause the player's screen to flash white for a few seconds? Hard to aim when you can't SEE.
Posted: Fri Jun 18, 2010 5:16 am
by Thargoid
Only by a horrible bodge (spawning a small entity with a large white flasher directly in front of the player and moving it every 0.25s to be in front).
But without knowing how large the player ship is nor any way to react more quickly to (for example) the use of fuel injectors it would be very much of a poor solution.
Posted: Fri Jun 18, 2010 6:04 am
by Thargoid
OK just updated to Armoury 1.01, the player is now included in the stun bomb effect. In the players case it just randomises the orientation of the ship and loses the target lock-on. Not true stunning, but the best that can be done.
Posted: Fri Jun 18, 2010 12:55 pm
by Commander McLane
Isn't there a stun missile already in Missiles & Bombs.oxp? What does it do?
EDIT: Ah, no. It's only a stunnedAI.
For an alternative approach to stunning the player have a look into flying Dutchman.oxp. There I let the Dutchman's AI throw a safeScriptActionOnTarget: performTumble at the player. Astonishingly it works. You could do the same in the missile's AI.
Posted: Fri Jun 18, 2010 1:00 pm
by Thargoid
It's a bomb rather than a missile (it has a chance of affecting any ship on the bomber's scanner). But I could probably work your suggestion into it somewhere, I must admit I hadnt thought of SSAoT used against the player.
Ponders what other wicked opportunities that may open up Thanks.
Posted: Fri Jun 18, 2010 3:21 pm
by Poro
Sounds good, I've just replaced the other OXPs which Armoury1.01 updates. Since I didn't spend much time on the stand-alone OXP, I'm looking forward to the new weapons
Posted: Fri Jun 18, 2010 5:42 pm
by Switeck
I seem to recall that running into another ship or object can give your ship a very messed-up movement vector at least till your ship's thrusters overcome it. It too could use a bit of "tumble dry".
Posted: Fri Jun 18, 2010 8:32 pm
by tonyhippy
Everything seems to be functioning for me except no AMS. On 1.73 it was on offer everywhere, but on 1.74 haven't seen it on offer anywhere.
Posted: Sat Jun 19, 2010 6:50 am
by Thargoid
The sub-OXP bits are essentially just copy/pastes (for backward compatibility with their originals). I'll check that nothing's cocked up when I did the transfer though...
Posted: Sat Jun 19, 2010 6:54 am
by Rebecca
Switeck wrote:If I find a rock hermit, I usually drop off everything I have at the main station and go shuttle what the rock hermit has to the main station as well. I usually get 1-3k credits profit for my efforts.
if i find a rock hermit... well... i have a reputation to uphold!
B.
Posted: Sat Jun 19, 2010 10:06 am
by Thargoid
tonyhippy wrote:Everything seems to be functioning for me except no AMS. On 1.73 it was on offer everywhere, but on 1.74 haven't seen it on offer anywhere.
The AMS requires the Missile Analyser. Do you still have that installed and operational on your ship? If not then the AMS won't be offered as equipment for sale, nor will it work if you have it installed on your ship without an operational MA installed too...
Just tested Armoury 1.01 on my system, and it works fine for me. At least it did does once I put MI back in (had a slim-down of OXPs temporarily whilst I was sorting out depreciation in my own ones).
Posted: Mon Jun 21, 2010 12:50 pm
by JazHaz
Until I installed Armoury, I didn't use all the OXPs that Armoury replaced. Tried the Probe Missile out yesterday for the first time.
One question, how do you aim the missile? Thought it would fly off in the direction I am pointing (ie towards the front view), however it didn't do that, it flew off to starboard?
Is this correct behaviour?
Posted: Mon Jun 21, 2010 3:35 pm
by Thargoid
No it should fly off in the direction you're pointing.
What version of Oolite are you running, 1.74 or 1.75?
Also is it repeatable?