I found this error in the log so I thought I would post it.
20:01:25.257 [script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (flares.js 1.0): Error: Cannot set property target of instance of Ship to invalid value undefined.
20:01:25.257 [script.javaScript.exception.ooliteDefinedError]: ../AddOns/missile_spoof.oxp/Scripts/spoof-flares.js, line 39.
Hope it helps.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
I'm not seeing this error on the latest official version of Oolite (1.75.3).
Are you by any chance experimenting with trunk? If so, I got a heads-up on a borking of the oxp come the next official release.
[gripe mode] Man, keeping an oxp working is a neverending task. The next version of Oolite or a change in trunk is sure to bork it up royally... Never fails. [/gripe mode]
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
I'm not seeing this error on the latest official version of Oolite (1.75.3).
Are you by any chance experimenting with trunk? If so, I got a heads-up on a borking of the oxp come the next official release.
Sorry to say I am using 1.75.3 as well. It is the first time I have seen this error and I look at the log on a regular basis. Might have been because I had 14 hard heads lobed at me in quick succession! I was testing a new ship.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Your script is probably trying to set the target of a ship which has suffered existence failure. Just add a check to the script that ship.isValid and all should be well.
This is the kind of glitch I keep forgetting and getting log errors reported about too, if it makes you feel any better.
Your script is probably trying to set the target of a ship which has suffered existence failure. Just add a check to the script that ship.isValid and all should be well.
This is the kind of glitch I keep forgetting and getting log errors reported about too, if it makes you feel any better.
Not unless the ship is a missile. Missiles is all it checks for, and ignores other entities.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
IIRC, the ECM is off by default, and only works when you hit the button ... In any case, there are several methods, including OXPs, that deal with the situation
Some are automated ( 6 AMS darts, 3000Cr[/url] ), others are "smart" ([wiki]Automatic Chaff System), others involve locking-on to the missile and firing an anti-missile missile (sometimes just a regular one, or in desperation even your own guns)... if you have turrets, you may try to keep the locked-on missile inside the turret's range; finally you can consider saying "bugger it all", turn tail and run.
As you can see, there's more than one way to skin a cat.
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
IIRC, the ECM is off by default, and only works when you hit the button
Thanks. I meant, once Missile Spoof is equipped, it seems to automatically both fire the ECM and launch flares at every hostile missile, no matter what kind. I would think the flares alone should work against ECM-sensitive missiles too, so could the ECM then be switched to manual or disabled completely? I've tried selling the ECM, but the Missile Spoof then disappears as well.
If a standard missile is detected, Missile Spoof only fires the ECM.
For hardened missiles, it fires ECM for those as well, as there's a slim chance ECM can kill them. Hard missiles are ECM resistant, not entirely ECM proof. Then you have specialized oxp missiles, like the Military Missile or Trumble Missile, that activate special features when ECM'd.
And note here, the flares don't always distract a missile. And yes, it requires the ECM to equip it, but not to operate: You can have the ECM disabled in a dogfight, and Spoof will still operate.
This should go without saying, but never bite off more than you can chew. If the action starts looking too hot to handle, then be a coward, light the injectors and run like hell! After all, those that fight and run away live to get revenge later.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
It looks then so far that the way to have flares only is to wait until my ECM is damaged, then never repair it.
Ideally I'd like to be able to separately arm or activate each of ECM and flares: for example, to fire the ECM only when several missiles are in the air at once, that have been launched at me while I was sniping, and so conserve energy for the close dogfight to follow. Especially since I'm playing with NPC-Shields.oxp, and it's taking longer for my enemies to go down.
Also to manually fire additional flares if the first automatic one didn't work.
These would seem reasonable features to have in "real life".
Any prospects for any of that?
I've already been doing lots of running and dodging and shooting missiles out of the air, and am looking for better control of my options.