Re: BroadcastComms MFD [Release]
Posted: Mon Aug 14, 2023 3:45 am
Small update to address the issue with targeting wormholes. Should be really fixed this time.
For information and discussion about Oolite.
https://bb.oolite.space/
NB: In each case I've presumed a number of attackers rather than a solitary menace.Possible additions to the list of communications:
i) Let me help! (for establishing the relationship for rescuing the NPC)
"Follow Me!"/"Just tag along behind me"/"Let's get out of here - follow me!"/"Let's scram! Follow me!"/"What-ho old chap! Let's scarper, shall we?"
ii) Come on! (for NPC's having second thoughts: eg. if they doubt that they can trust me/more McNasties turn up etc.)
"Keep on following! Don't stop now!"/"Come on, only a little further"/"You need to keep on following me if you want to reach safety!"
iii) Escape this system! (Variants for "follow me when through" & "you keep on going when through, I'll stay behind and delay them" - or maybe better to combine that with iv/v)
"I'm going to open a wormhole. Dive in after me and keep on following"/"Let's get out of this system! I'll open a wormhole - you follow. And when you are through, keep on going."
iv) Scram! (alternative strategy - does not tell them where to run to)
"You scarper while I delay them! Go on - run!/"Get clear of them! I'll keep them busy."/"I'll take care of this little lot! You get out of here!"
v) Scram and go somewhere! (too many OXPs offer too many alternatives so I'm just sticking with the station and the sun - for sunskimming for the player)
"Head for the station! I'll head them off"/"You head for the sun! I'll take care of them"
This presumes no planet-landing capability on the part of the rescuee, and no ability to find a Rock Hermit etc.
vi) I need to sunskim! (for fuel for jumping or for injectors. With Stranger's World you don't sunskim, just scoop solar flux)
"I need to sunskim! Wait here if you have no shielding. I'll be watching for problems"
I do hope I'm not increasing your workload too much with all these ideas and bug reports. It seems most OXPs I develop an interest in are yours.
1) Smivs last visited in July 2020. He is an exceptionally nice chap, by all accounts. Apparently into selling tropical stick insects! Perhaps you could contact him through this. If you do, do ask him if his work on Capital player ship with detachable docking module is publishable!Bicorn wrote: ↑Mon Jul 07, 2025 8:56 amWould the script be able to identify which of the alien ships it's dealing with? Of the three in the Aliens OXP, the Odonoteans strike me as the most "mysterious" so they should probably get the strangest comms responses. Scorpex remind me of the Yautja of the Predator franchise, so something similar to their dialogue in the movies (vaguely-apropos sentence fragments and/or angry snarls) might feel fitting.
Is the OXP's creator still active on the forums? They probably should get the last word on how/if the aliens communicate.
Indeed. However, I'm still going to need to update BCC to allow for overriding all of the responses, otherwise you'd end up getting two responses: one of BCC, and then one from any additional mod. Having an override option is better in the long run anyway, but it will mean an update to this one.
Code: Select all
{
"kephalan" = {
script_info = {
bcc_custom_defaults = {
"1" = { // wormhole request
reply_confirm = "[kephalan_type1_confirm]";
reply_decline = "[kephalan_type1_decline]";
};
"3" = { // greeting
reply = "[kephalan_type3_reply]";
};
"4" = { // taunt
reply = "[kephalan_type4_reply]";
};
"5" = { // threat
reply_normal = "[kephalan_type5_normal]";
reply_fleeing = "[kephalan_type5_fleeing]";
};
"6" = { // bribe
reply_decline = "[kephalan_type6_decline]"; // decline bribe
reply_accept = "[kephalan_type6_accept]"; // accept bribe
};
"7" = { // demand cargo
reply_refuse = "[kephalan_type7_refuse]";
};
"8" = { // surrender
reply_impatient = "[kephalan_type8_impatient]";
};
"9" = { // escape pod offer to rescue
reply_friendly = "[kephalan_type9_friendly]";
reply_unfriendly = "[kephalan_type9_unfriendly]";
};
"11" = { // keep away from target
reply = "[kephalan_type11_reply]";
};
};
};
};
"odonatean" = {
script_info = {
bcc_custom_defaults = {
"1" = { // wormhole request
reply_confirm = "[odonatean_type1_confirm]";
reply_decline = "[odonatean_type1_decline]";
};
"3" = { // greeting
reply = "[odonatean_type3_reply]";
};
"4" = { // taunt
reply = "[odonatean_type4_reply]";
};
"5" = { // threat
reply_normal = "[odonatean_type5_normal]";
reply_fleeing = "[odonatean_type5_fleeing]";
};
"6" = { // bribe
reply_decline = "[odonatean_type6_decline]"; // decline bribe
reply_accept = "[odonatean_type6_accept]"; // accept bribe
};
"7" = { // demand cargo
reply_refuse = "[odonatean_type7_refuse]";
};
"8" = { // surrender
reply_impatient = "[odonatean_type8_impatient]";
};
"9" = { // escape pod offer to rescue
reply_friendly = "[odonatean_type9_friendly]";
reply_unfriendly = "[odonatean_type9_unfriendly]";
};
"11" = { // keep away from target
reply = "[odonatean_type11_reply]";
};
};
};
};
"scorpax" = {
script_info = {
bcc_custom_defaults = {
"1" = { // wormhole request
reply_confirm = "[scorpax_type1_confirm]";
reply_decline = "[scorpax_type1_decline]";
};
"3" = { // greeting
reply = "[scorpax_type3_reply]";
};
"4" = { // taunt
reply = "[scorpax_type4_reply]";
};
"5" = { // threat
reply_normal = "[scorpax_type5_normal]";
reply_fleeing = "[scorpax_type5_fleeing]";
};
"6" = { // bribe
reply_decline = "[scorpax_type6_decline]"; // decline bribe
reply_accept = "[scorpax_type6_accept]"; // accept bribe
};
"7" = { // demand cargo
reply_refuse = "[scorpax_type7_refuse]";
};
"8" = { // surrender
reply_impatient = "[scorpax_type8_impatient]";
};
"9" = { // escape pod offer to rescue
reply_friendly = "[scorpax_type9_friendly]";
reply_unfriendly = "[scorpax_type9_unfriendly]";
};
"11" = { // keep away from target
reply = "[scorpax_type11_reply]";
};
};
};
};
}
Code: Select all
{
"kephalan_type1_confirm" = ("");
"kephalan_type1_decline" = ("");
"kephalan_type3_reply" = ("");
"kephalan_type4_reply" = ("");
"kephalan_type5_normal" = ("");
"kephalan_type5_fleeing" = ("");
"kephalan_type6_decline" = ("");
"kephalan_type6_accept" = ("");
"kephalan_type7_refuse" = ("");
"kephalan_type8_impatient" = ("");
"kephalan_type9_friendly" = ("");
"kephalan_type9_unfriendly" = ("");
"kephalan_type11_reply" = ("");
"odonatean_type1_confirm" = ("");
"odonatean_type1_decline" = ("");
"odonatean_type3_reply" = ("");
"odonatean_type4_reply" = ("");
"odonatean_type5_normal" = ("");
"odonatean_type5_fleeing" = ("");
"odonatean_type6_decline" = ("");
"odonatean_type6_accept" = ("");
"odonatean_type7_refuse" = ("");
"odonatean_type8_impatient" = ("");
"odonatean_type9_friendly" = ("");
"odonatean_type9_unfriendly" = ("");
"odonatean_type11_reply" = ("");
"scorpax_type1_confirm" = ("");
"scorpax_type1_decline" = ("");
"scorpax_type3_reply" = ("");
"scorpax_type4_reply" = ("");
"scorpax_type5_normal" = ("");
"scorpax_type5_fleeing" = ("");
"scorpax_type6_decline" = ("");
"scorpax_type6_accept" = ("");
"scorpax_type7_refuse" = ("");
"scorpax_type8_impatient" = ("");
"scorpax_type9_friendly" = ("");
"scorpax_type9_unfriendly" = ("");
"scorpax_type11_reply" = ("");
}
("variation1", "variation2", "variation3")
. Oolite will pick a random one from the options whenever it's used.You can tweak the populator (
To re-check, do the override files go to the AddOns\Config\ folder or somewhere else?phkb wrote: ↑Mon Jul 07, 2025 9:34 pmIndeed. However, I'm still going to need to update BCC to allow for overriding all of the responses, otherwise you'd end up getting two responses: one of BCC, and then one from any additional mod. Having an override option is better in the long run anyway, but it will mean an update to this one.
I think I'm still doing something wrong - no matter what I do I can't get the new lines to show up. They always just respond with the generic default lines.