Page 3 of 5
Re: [UPDATE] Missile Spoof
Posted: Thu Jul 21, 2011 4:01 pm
by Cmdr Wyvern
Ok, version 1.02 is rolled out. Same link as in post #1.
- Checks for functional ECM added.
- Attempts to spoof "CLASS_NO_DRAW" missiles.
Re: [UPDATE] Missile Spoof
Posted: Sat Oct 01, 2011 7:14 pm
by Fatleaf
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.
Re: [UPDATE] Missile Spoof
Posted: Sat Oct 01, 2011 8:10 pm
by Cmdr Wyvern
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]
Re: [UPDATE] Missile Spoof
Posted: Sat Oct 01, 2011 8:31 pm
by Fatleaf
Cmdr Wyvern wrote: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.
Re: [UPDATE] Missile Spoof
Posted: Sat Oct 01, 2011 8:39 pm
by Thargoid
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.
Re: [UPDATE] Missile Spoof
Posted: Sat Oct 01, 2011 8:55 pm
by Fatleaf
Now I think about it the ship did go POP. And there was missiles still active at the time.
Re: [UPDATE] Missile Spoof
Posted: Sun Oct 02, 2011 5:43 am
by Cmdr Wyvern
Thargoid wrote: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.
Re: [UPDATE] Missile Spoof
Posted: Sat Oct 22, 2011 11:52 am
by maik
Added to [wiki]OXP List[/wiki].
Re: [UPDATE] Missile Spoof
Posted: Wed Dec 07, 2011 6:54 am
by Captain Patrick
In a heated battle I can often spare more fuel than energy. Can the ECM be turned off or sold, to rely on flares alone?
Re: [UPDATE] Missile Spoof
Posted: Wed Dec 07, 2011 9:45 am
by Cmdr. Maegil
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.
Re: [UPDATE] Missile Spoof
Posted: Wed Dec 07, 2011 8:29 pm
by Captain Patrick
Cmdr. Maegil wrote: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.
Re: [UPDATE] Missile Spoof
Posted: Wed Dec 07, 2011 8:44 pm
by Cmdr Wyvern
That's not entirely true.
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.
Re: [UPDATE] Missile Spoof
Posted: Wed Dec 07, 2011 11:48 pm
by Captain Patrick
Thanks.
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.
Re: [UPDATE] Missile Spoof
Posted: Wed Dec 07, 2011 11:55 pm
by Fatleaf
Or you can edit the script and delete the ECM firing code.
Re: [UPDATE] Missile Spoof
Posted: Thu Dec 08, 2011 1:25 am
by Captain Patrick
Indeed. But it would be better to be able to switch both auto-flare and auto-ECM on and off in-game, as well as trigger each of them manually.
Please consider these as suggestions for this oxp. Unfortunately I do not understand this programming language well enough to implement them myself.
As an idea, does anyone else think it would be worthwhile?