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Posted: Tue Feb 17, 2009 6:04 am
by Ark
Thanks Eric
The pi42sandwichboard is not a billboard. It is a custom escape capsule that doc Nil put it there just to give you a hint that an escort mission waits for you in the constore. If this was totally up to me I would have removed it completely but I can not do this without doc's permission. So I have to fix it

Posted: Sat Feb 21, 2009 11:09 am
by Ark
This will be the new version of oohaul. This link will be functional for only 15 days as I have uploaded this version only for test purposes:

http://terrastorage.ath.cx/Marmagka/BPT ... 6_beta.zip
I have test it only with the new beta version of youradhere oxp

v1.6 by Eric Walch & Ark, February 21th 2009
changes since v1.5
- change the name of the oxp folder from zz-oohaul.oxp into oohaul.oxp (never worked as intended since it was based on the wrong assumption that the scripts are loaded in an alphabetical order) and added a delay to the script plist on entering the system to ensure that the oohaul script will run after youradhere script
- Escort missions are now offered by all constores and not only by pi-42s
- change the pi-42 clerk into constore clerk
- remove the pi-42 logo from the texture of the constore clerk
- change the messages of constore clerk inside the descriptions plist
- fix several bugs in the AI of constore clerk
- Better fix for "The L-Crates do no leave scoopable cargo when destroyed" bug via the use of JS
- add mission info in the F5 screen
- added a debrief mission screen when the player docs at the main station
- Changed all XML formats in the much easier readable ascii format
- added a requires plist (the new version needs oolite ver 1.72.1 and above)
- Several improvements and bugfixes to the oohaulmisgoAI.plist
- Remove the oohaulAI.plist and change it in the shipdata.plist with the build-in route1traderAI.plist
- Numerous improvements to the script.plist
- Some bug-fixes to the shipdat.plist
- added a pirate-victim-roles.plist


PLEASE REMOVE THE ZZ-OOHAUL.OXP BEFORE INSTALLING THIS VERSION

I have to admit that this upgrade is mostly an upgrade made by Eric since the majority of the improvements are made by him, not me. Also special thanks to Another_commander for the solution he gave us for the "The L-Crates do no leave scoopable cargo when destroyed" bug via the use of JS

Posted: Sat Feb 21, 2009 12:27 pm
by DaddyHoggy
Any chance you could share the scoopable cargo fix with the rest of us? :wink:

Posted: Sat Feb 21, 2009 1:29 pm
by Eric Walch
- added a pirate-victim-roles.plist
This one will make the mission harder but more realistic. Pirates attack only traders. The ooHaul ship that the populater adds, has a trader role and will be attacked, but the special mission ship the player had to escort was never known as potential pirate target. pirates only went for the player. Since oolite 1.70 it is possible to put ships other than traders, on a pirate target list. In this version the player can't afford to leave the ship alone for longer times and the player probably should not accept any escort mission in pirate-rich systems.

Posted: Mon Mar 02, 2009 8:45 pm
by Dr. Nil
Thanks to Ark for his JS update of Oo-Haul:

Download it here: Oo-Haul

Posted: Sat Mar 21, 2009 2:37 pm
by Thargoid
And to add a little extra, I can add the PlanetFall Oo-Haul Mission Add-on.

This adds a new location to system Prime planets for non-Anarchy systems with populations above 30 billion, the "Oo-Haul Distribution Centre", and the offer of an escort mission travelling the other way from the planet to the witchpoint (or constore from YAH if there is one in-system).

The only "required" OXP is Planetfall v1.12 (or above). If you have Oo-Haul installed it will give more flavour, but it is not essential (the add-on is self-contained in terms of ships etc). Additionally if you have YAH installed then the mission offer of escorts to the constore will be offered when one is present in the system.

The script is based on the original from Dr Nil and Ark (albeit now translated from legacy script.plist into a javascript), with thanks also to Eric and Kaks for their help trying to get a glitch in the AIs ironed out. Part of that is still present, but it's minor and not noticable in game-play.

Posted: Fri Jun 26, 2009 7:28 pm
by Ark
I have just updated the wiki with version 1.6. Moreover I have created an oxp page in order to also keep the link for version 1.5 for all users that (for a very strange reason from my point of view) prefer to play the last stable version of oolite.
Every contribution to the recently added wiki page will be much appreciated

Posted: Fri Oct 23, 2009 5:38 pm
by Makara
Quite fond of these escort missions - they make a nice change from the usual high speed transitions from Witchspace beacon to station.

One little niggle is that you lose all that ConStore goodness (including refuelling) when you accept a mission. Hopefully those that know can tell me if removing "launchFromStation" from

Code: Select all

conditions = ("mission_oohaul_mis_stage equal 2", "missionChoice_string equal YES");
    do = (
        "set: mission_oohaul_mis_stage 3",
        "set: mission_oohaul_cargo 3",
        "addShipsAt: oohaulermisgo 1 pwu 0 0 1.05",
        "setMissionDescription: oohaul_esc_desc_short",
        launchFromStation,
        resetMissionChoice
    );
in script.plist will be okay. I don't use SaveAnywhere which would be one obvious source of trouble with my chopping this line :?

Posted: Fri Oct 23, 2009 7:39 pm
by Eric Walch
Makara wrote:
Quite fond of these escort missions - they make a nice change from the usual high speed transitions from Witchspace beacon to station.

One little niggle is that you lose all that ConStore goodness (including refuelling) when you accept a mission. Hopefully those that know can tell me if removing "launchFromStation" from
You can delete that line without risk. But, the main reason for that line was of coarse to not give the player a chance to buy fuel etc. Therefor it is also forbidden to dock at any other station.

Posted: Fri Oct 23, 2009 9:23 pm
by Makara
Eric Walch wrote:
You can delete that line without risk. But, the main reason for that line was of coarse to not give the player a chance to buy fuel etc. Therefor it is also forbidden to dock at any other station.
Thanks for the confirmation there. I find the either/or nature of the escort missions annoyed me a little. Can't really see there is much to be served by restricting refuelling & trading at the ConStore though. A mid-escort docking is going to be a no-no (as you couldn't assist the transporter if docked) but you can splash & dash at a fuel station.

Posted: Fri Oct 23, 2009 10:00 pm
by Micha
I'm on Makara's side here and will make the same change to my Oohaul OXP tbh. I hardly ever use the fuel injectors and rarely if ever ever buy fuel at a ConStore - I'm just 'niggled' at the missed trading opportunity :)


But definitely a great OXP. Sometimes I've escorted a lone Boa or Anaconda whose escorts had been shot to bits by marauders so it's very nice to have paying company enroute to the planet from time to time!

Re: Oo-Haul - random escort missions (v.1.5)

Posted: Wed Jun 27, 2012 2:09 pm
by Fatleaf
I was going through the OXP List and putting Y's into the working boxes of oxp's I have tested and saw that this was blank. Does it work with 1.76? If so I could Y the box?

Re: Oo-Haul - random escort missions (v.1.5)

Posted: Wed Jun 27, 2012 3:37 pm
by cim
Always worked for me in 1.76

Re: Oo-Haul - random escort missions (v.1.5)

Posted: Wed Jun 27, 2012 3:39 pm
by Fatleaf
Thanks cim. :D

Re: Oo-Haul - random escort missions (v.1.5)

Posted: Wed Jun 27, 2012 5:35 pm
by Tricky
Also works on 1.76.1

:takes pedantic hat back off. :wink: