Swarm OXP
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- Capt. Murphy
- Commodore
- Posts: 1127
- Joined: Fri Feb 25, 2011 8:46 am
- Location: UK South Coast.
Re: Swarm OXP
Wil do Thargoid. Work has unfortnately got in the way of further investigation today but I intend to build a little test OXP to try logging an undefined variable in varoius circumstances to try and pin down the crash circumstances.
Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Swarm OXP
That is probably true. On adding ships, theCapt. Murphy wrote:I notice thatthis.startWeave
is called from the AI. I would hypothesis that the AI is loading and managing to send thesendScriptMessage: startWeave
beforethis.shipSpawned()
has fired some circumstances.
ENTER
message of the GLOBAL
state is executed immediately. In most cases this message contains an instruction to go to another state. In that case, also the ENTER
message of that state is immediately executed.Only after all ships are added, updating of ships start. That means that only than the
UPDATE
messages in AI start and all ships receive an this.shipSpawned()
event. In general, when you don't want that AI messages start immediately, you should not do things in the ENTER
part of the first state, but in the UPDATE
part. I am not sure when happens first on the first update: this.shipSpawned()
or AI UPDATE
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Swarm OXP
You mentioned having wormholes that did nothing and you could fly your ship through them...which typically only happened to me when there were NaN Thargoid Swarm ship/s in the system. It was a rare event, so at your lower framerate it may happen maybe once out of 10-20 instead of 1 out of 2-4 for me.Thargoid wrote:But you may be onto something with why I can't reproduce it, as my machine is lower power and has nowhere near that frame rate (I get max about 50, it's only a netbook). But it may be useful to the dev's for a possible underlying issue that is being highlighted here (and elsewhere).
For reference I've got a bug open on Berlios about this (bug 18485) - can you add your details to that please?
- Capt. Murphy
- Commodore
- Posts: 1127
- Joined: Fri Feb 25, 2011 8:46 am
- Location: UK South Coast.
Re: Swarm OXP
For info - there appears to be a bug in the log command that manifests as a CTD when the messageClass is undefined. This is the construction that Switeck had used in the script.Thargoid wrote:Also logging an undefined value like that definitely shouldn't cause a CTD.
https://bb.oolite.space/viewtopic.ph ... 7&p=164697
Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
- Fatleaf
- Intergalactic Spam Assassin
- Posts: 1988
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- Location: In analysis mode on Phaelon
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Re: Swarm OXP
Is there something wrong with the collision radius of this oxp. I was fighting a swarm drone and was flying up behind it, cloaked, intending to ram it but four times it bounced off me as if it was rubber without the collision sound and no damage.
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Holds the Ooniversal record for "Thread Necromancy"
Re: Swarm OXP
Collision radii aren't modifiable by OXPs (aside from the size of the model itself of course).
I would guess that your combined speed wasn't fast enough to do damage, and you just "bounced off". If both you and the drone were heading in the same general direction, then your combined velocities would tend to cancel out rather than add, as in a normal head-on collision.
I would guess that your combined speed wasn't fast enough to do damage, and you just "bounced off". If both you and the drone were heading in the same general direction, then your combined velocities would tend to cancel out rather than add, as in a normal head-on collision.
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