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[UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/12)

Discussion and information relevant to creating special missions, new ships, skins etc.

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Roke
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Roke »

Well this looks a great mod Captain Murphy. I'm just discovering the joys of Oolite as a new user, but when I follow the download link for the escort contracts OXP, it shows as a size of 27k, and the zip file only contains the readme. Is the zip or the link broken?

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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Capt. Murphy »

I've just downloaded from http://www.box.com/s/fqux5e4dpq3s5asp3euq and it's all there as it should be. The zip should have the readme and another folder named Escort_Contracts_1.4.2_2011-11-20.oxp, which is the one that needs to be copy/pasted into your AddOns folder.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Roke »

Hmm, bizarre. I download the zip just fine, but don't see the folder you refer to, only the readme. I take it that the 27k size is correct then?

Perhaps I'll try a different zip program...
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Eric Walch »

Roke wrote:
Hmm, bizarre. I download the zip just fine, but don't see the folder you refer to, only the readme. I take it that the 27k size is correct then?

Perhaps I'll try a different zip program...
The readme.rtf is 29k in size. When compressed it would just be 8k in size, so your unzipper seems to loose a file. Never heard of it. It could be the name of the oxp (Escort_Contracts_1.4.2_2011-11-20.oxp) that is full of '-' and '.' symbols that are illegal as filename in some os systems.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by sdrubble »

Capt. Murphy wrote:
Without testing it looks fairly straight-forward to include a check for missionVariables.framesave === "MoveToOxpStation", or for the presence of "EQ_FRAME_SAVE" in the players equipment both of which appear to be true just prior to Save Anywhere's scripted docking with the mainStation, and then suppress Escort Contract's mission screens if it is set to that value.
Great!!! :D

But...
Capt. Murphy wrote:
... a check for ... the presence of "EQ_FRAME_SAVE" in the players equipment ... which appear to be true just prior to Save Anywhere's scripted docking with the mainStation ...
I'm led to think (without having actually looked... :roll: ) that [color=#0000FF]"EQ_FRAME_SAVE[/color]" merely relates to the OPTION of saving being offered to the player, which is presented just like one more item in the purchasable equipment list (and NOT to an actual save operation which might be taking place). So if I'm right on this, it would mean only that the player has SA installed and is selecting equipment to purchase, but NOT that he would have already triggered a save.

Just my 2 centavos worth... :wink:

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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Roke »

I used a different unzip program and it worked fine. Thanks for checking it out!
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Capt. Murphy »

sdrubble wrote:
I'm led to think (without having actually looked... :roll: ) that [color=#0000FF]"EQ_FRAME_SAVE[/color]" merely relates to the OPTION of saving being offered to the player,
Not quite, the act of 'purchasing' the free the equipment item starts the voodoo so at the point the player is docked to the main station and other OXP's mission screens can kick in a check to see if the player has it installed should be a valid way to check if it's a Save Anywhere scripted docking event.

I've also suggested a small code tweak to Frame that should allow other mission OXP's to easily disable Save Anywhere on a temporary basis.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by CommonSenseOTB »

This all sounds familiar. On the first version of the snipercamersystem, before I realized the synchronization of huds to custom views was still getting out of sync, I was using this piece of code to prevent SaveAnywhere from unsynchronizing things:

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if((missionVariables.framesave !== "MoveToOxpStation") && (missionVariables.framesave !== "MoveToMainStation"))
Good luck and thanx to Capt. Murphy and Frame for any efforts to find a good comprehensive solution to this problem.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.


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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Frame »

you should also check for "MoveToMainStation". "IDLE" seems self explanatory


I'm writing a tweaked version as we speak, so you can suppress SA, if you need.. with [worldscript].suppress_save_anywhere.

Set that to anything but false and it will not even show the Equipment trigger... Delete when done or set to false...

this.name has been altered to not be changed for future releases...

As bonus info, [worldscript].bannedStations (with a very misdirecting name, contains a list of stations where surroundings up to 50000 kms will be saved additionally when you save a game..

A real banned list will be introduced in a future version, so that future OXPers, just need to add [worldscript].BannedStationsList.push(stationrole), at startup.

the tweaked version will be out before Xmass.. Happy holydays..

Cheers Frame...

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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Capt. Murphy »

Thanks Frame.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.4.2 (20/11/

Post by Svengali »

Could you add a script_info key as well?

Maybe it's also not a bad idea to document this. A while ago I've created a category on the WIKI OXPDoc in the scripting category to hold OXP related stuff for developers.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5 (28/01/12

Post by Capt. Murphy »

1.5 is now availaible for download - apologies for the delay in release. First post updated with readme and download link.

Changelog
Version 1.5 (28/1/12)

Made JS strict mode compatible.
Made Save Anywhere OXP compatible.
Reduced use of missionVariables.
Tweaked calculation of contract rewards - average is 25% lower than previous versions but with significant random variation.
Kills are only counted by the mother if the player is within 3 x her scanner range.
If mother is 'abandoned' by the player for any length of time there is a chance she will be ambushed by pirates - frequency is higher in more dangerous government types.
Added a little randomness to some of the comms messages from the mother.
Eliminated unneccesary and irritating repeat comms messages, particulary the 'Jump Drive Synchronised' message.
Added a background image to mission screens.
Made the code to remove mother ship from ooniverse on contract failure more robust.
Found and fixed a few potential bugs if the player does something 'weird' such as not dock to collect the reward at the end of a contract.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5 (28/01/12

Post by pagroove »

EXCELLENT Oxp. Love it. Had a good time escorting trader Orve. A question: can this be expanded with escorting liners out of the Liners.oxp or the Orisis Carriers?

Fighting an escort screen for a late liner with synchronized jump drive would be cool. Giving you a sort of Battlestar Galactica feeling.

But compliments for the already impressive oxp. :D
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5 (28/01/12

Post by Capt. Murphy »

Cheers PA.Groove - at the simplest level its fairly trivial to include a like_ship to any oxp ship in the Escort Contracts shipdata.plist and have it use the Escort Contracts 'mother' AI. For something like liners though I think it would need a bit more in terms of hook, mission screens etc. Aren't most of the liners dockable? Perhaps a little add-on oxp that results in liners offering escort work when docked with would be good.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5 (28/01/12

Post by pagroove »

Capt. Murphy wrote:
Cheers PA.Groove - at the simplest level its fairly trivial to include a like_ship to any oxp ship in the Escort Contracts shipdata.plist and have it use the Escort Contracts 'mother' AI. For something like liners though I think it would need a bit more in terms of hook, mission screens etc. Aren't most of the liners dockable? Perhaps a little add-on oxp that results in liners offering escort work when docked with would be good.
An add-on. oxp would be cool!.
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