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Re: Communications Pack A
Posted: Mon Sep 21, 2015 2:58 pm
by Lone_Wolf
Code: Select all
16:48:23.896 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Oolite Assassin AI 1.82): Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
16:48:23.896 [script.javaScript.warning.ooliteDefined]: /usr/share/oolite/Resources/Scripts/oolite-priorityai.js, line 388.
16:48:23.896 [script.javaScript.stackTrace]: 0 (oolite-priorityai.js:388) <anonymous function>
16:48:23.896 [script.javaScript.stackTrace]: this: {...}
16:48:23.896 [script.javaScript.stackTrace]: priority: 4
16:48:23.896 [script.javaScript.stackTrace]: params: {...}
16:48:23.896 [script.javaScript.stackTrace]: key: "oolite_firedMissile"
16:48:23.896 [script.javaScript.stackTrace]: message: undefined
16:48:23.897 [script.javaScript.stackTrace]: template: "[commsPackA_enforcer_firedMissile]"
16:48:23.897 [script.javaScript.stackTrace]: recv: 60.25787353515625
16:48:23.897 [script.javaScript.stackTrace]: send: 140.5555419921875
16:48:23.897 [script.javaScript.stackTrace]: 1 (oolite-priorityai.js:5517) <anonymous function>
16:48:23.897 [script.javaScript.stackTrace]: this: {...}
16:48:23.897 [script.javaScript.stackTrace]: target: [PlayerShip "Fer-de-Lance 3G+(t)" position: (8154.67, -44800, -26765.5) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT]
16:48:23.897 [script.javaScript.stackTrace]: missile: [Ship "ECM Hardened Missile" position: (7361.88, -42467.4, -23354) scanClass: CLASS_MISSILE status: STATUS_IN_FLIGHT]
16:48:23.899 [strings.expand.warning.unknownExpansion]: ----- WARNING: Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
Could be the same error as 2 posts back.
Re: Communications Pack A
Posted: Sat Sep 26, 2015 10:40 pm
by Fritz
Today a hardened missile (very probably the one I had just fired) thanked me for finally helping.
It was during a dogfight with around 10 ships involved, so it will be difficult to reproduce. I just wanted to mention it.
Re: Communications Pack A
Posted: Sun Sep 27, 2015 7:32 am
by Amah
Re: Communications Pack A
Posted: Sun Sep 27, 2015 10:09 am
by Diziet Sma
Heh..
"Let there be light."
Re: Communications Pack A
Posted: Sun Sep 27, 2015 8:09 pm
by Fritz
Hm. To be honest, I'm not sure if the missile did explode eventually...
Re: Communications Pack A
Posted: Wed Sep 30, 2015 8:16 pm
by Fritz
It happened again. It was after firing a standard missile after somebody fired a missile at me (I had lost my ECM and my aft shield wasn't in very good shape). It worked, but I don't know if the strange message came in the moment of ECM activation or shortly before.
Re: Communications Pack A
Posted: Wed Sep 30, 2015 8:35 pm
by Fritz
Some more information: It was my missile talking (3621), but there were two other missiles (18226 and 26998) involved. The message came before anybody used ECM.
Excerpt from the log file:
Code: Select all
20:14:12.976 [LogEvents]: Player attacked Cobra Mark III 9208 who has 164 energy
20:14:14.062 [LogEvents]: Player attacked with Missile from Cobra Mark III 9208
20:14:14.193 [LogEvents]: Missile 18226 from Cobra Mark III 9208 spawned at 3 km
...
...
20:14:16.947 [LogEvents]: Player fired missile Missile to Cobra Mark III 9208
20:14:16.996 [LogEvents]: Player attacked unsuccessfully by Cobra Mark III 9208
20:14:17.079 [LogEvents]: Missile 3621 from Python 14264 spawned at 0 km // comment: Python 14264 is my ship
...
...
20:14:17.898 [LogEvents]: Player attacked with Missile from Cobra Mark III 9208
20:14:17.980 [LogEvents]: Player attacked by Cobra Mark III 9208 384+171 shield and 446 energy left
20:14:17.981 [LogEvents]: Player taking shield damage from Cobra Mark III 9208 384+165 shield and 446 energy left
20:14:18.013 [LogEvents]: Missile 26998 from Cobra Mark III 9208 spawned at 4 km
20:14:18.347 [LogEvents]: Player got message from Cobra Mark III 9208 : I can't take much more of this…
20:14:18.420 [LogEvents]: Player got message from Missile 3621 : Oh thank you, Polaris! Help at last!
...
...
20:14:19.416 [LogEvents]: Player taking shield damage from Cobra Mark III 13443 384+92 shield and 443 energy left
20:14:19.498 [LogEvents]: Player hit by ECM, 3 remaining
...
Re: Communications Pack A
Posted: Mon Oct 05, 2015 7:43 pm
by Anonymissimus
NPCs with escort role, such as the sabres accompanying the dredgers, seem to emit a few certain types of messages while nothing particular happens, such as
"Now this is my sort of trip." Everyone, me, the dredger and the escorts are just sitting there on the same spot waiting for the wreck to finally dock without anything else happening. It would be fun to have several messages that articulate the boredom of uneventful escort work here, analog to the docking queue ones. Also for trader escorts, as long as they are just travelling without events, or generally escorts.
"Makes me wish for some pirates even."
"I've had more interesting trips."
"Time for a nap while I wait then."
Re: Communications Pack A
Posted: Sat Dec 05, 2015 12:14 pm
by gizmo
Another case of talking missiles - I did not launch them.
Re: Communications Pack A
Posted: Sat Dec 05, 2015 1:02 pm
by ocz
Offtopic: A polite missile bug. Maybe it's a feature. I'm in favour all missiles should be outfitted with with additional sensors and radio transmitters. Imaging a stinger on its way and nearly shot down by anti-air flac. But than that flac gets destroyed by an allied fire, the missile noticed what happened and broadcasts a cheerful, "Thank you for your assi"*BOOOOM*. The could also transmit an acknowledgement if a target was hit.
"Mission accomplished by X4000a-GI6G4."
"Congratulations X4000a-GI6G4."
"X4000a-GI6G4 always bragged about surely being the fastest"
"But we're all X4000as."
"Stupid X4000a-GI6G4. That was my target!"
"Shut up X4000a-GI6F3. It was the target of us ALL!!!"
Maybe soldiers will get so annoyed about the radio chatter, that they'll stop all wars for good.
Re: Communications Pack A
Posted: Sat Dec 05, 2015 2:04 pm
by Smivs
Well, this is the future, so smart weapons would be the norm.
And what's wrong with having polite weapons as well? Maybe it's a GalCop policy to improve the image of spacing. You know, all those course and vulgar pirates are really lowering the tone of space, aren't they. So polite weapons redress the balance a bit. Indeed they could go further.
"I am very sorry, but I am about to kill you. I apologise for any inconvenience that this may cause, and thank you for your co-operation in this matter." KABOOM!
Re: Communications Pack A
Posted: Sat Dec 05, 2015 2:23 pm
by ocz
OMG, what are we doing? I smell an upcoming OXP.
Re: Communications Pack A
Posted: Sat Aug 27, 2016 6:16 pm
by Cody
Code: Select all
18:41:50.724 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Oolite Assassin AI 1.85): Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
18:41:50.724 [script.javaScript.warning.ooliteDefined]: Resources/Scripts/oolite-priorityai.js, line 388.
18:41:50.724 [script.javaScript.stackTrace]: 0 (oolite-priorityai.js:388) <anonymous function>
18:41:50.724 [script.javaScript.stackTrace]: this: {...}
18:41:50.724 [script.javaScript.stackTrace]: priority: 4
18:41:50.724 [script.javaScript.stackTrace]: params: {...}
18:41:50.724 [script.javaScript.stackTrace]: key: "oolite_firedMissile"
18:41:50.724 [script.javaScript.stackTrace]: message: undefined
18:41:50.724 [script.javaScript.stackTrace]: template: "[commsPackA_enforcer_firedMissile]"
18:41:50.724 [script.javaScript.stackTrace]: recv: 181218937235.45892
18:41:50.724 [script.javaScript.stackTrace]: send: 181218937235.45892
18:41:50.724 [script.javaScript.stackTrace]: 1 (oolite-priorityai.js:5524) <anonymous function>
18:41:50.724 [script.javaScript.stackTrace]: this: {...}
18:41:50.724 [script.javaScript.stackTrace]: target: [Ship "Adder" position: (-12814.9, -4019.33, 6397.55) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT]
18:41:50.724 [script.javaScript.stackTrace]: missile: [Ship "Missile" position: (6492.38, -11946.1, -4217.54) scanClass: CLASS_MISSILE status: STATUS_IN_FLIGHT]
18:41:50.724 [strings.expand.warning.unknownExpansion]: ----- WARNING: Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
Image
here. I see the various log errors often enough, but not the on-screen stuff.
Hmm... now the forum formatting has gone awry.
Re: Communications Pack A
Posted: Sun Aug 28, 2016 11:10 pm
by Keeper
Smivs wrote:Well, this is the future, so smart weapons would be the norm.
And what's wrong with having polite weapons as well? Maybe it's a GalCop policy to improve the image of spacing. You know, all those course and vulgar pirates are really lowering the tone of space, aren't they. So polite weapons redress the balance a bit. Indeed they could go further.
"I am very sorry, but I am about to kill you. I apologise for any inconvenience that this may cause, and thank you for your co-operation in this matter." KABOOM!
I'm reminded of a scene from the John Carpenter's sci-fi classic "Dark Star":
https://www.youtube.com/watch?v=qjGRySVyTDk
Having an argument with a bomb's AI.
Re: Communications Pack A
Posted: Mon Aug 29, 2016 12:25 am
by phkb
I got a small patch for this error. In a "descriptions.plist" file plonk the following:
Code: Select all
{
"commsPackA_rebel_startHelping" = ("I hear you. Targeting the [oolite_entityClass] now!","Surrender, [oolite_entityName]. You're outgunned!","I'm on him!","Target acquired!","[commsPackA_rebel_beginningAttack]","Flee, [commsPackA_rebelinsult]!");
"commsPackA_enforcer_firedMissile" = ("[commsPackA_mercenary_firedMissile]");
}
That should eliminate the log file errors.