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Cloak (potential spoiler?)

Posted: Sat Jul 14, 2007 9:04 am
by LeroyTheBadger
Hi Guys,


I've been hopping around in galaxy five for a little while and sure enough, I get attacked by three ASP class ships, one of which appears to have a cloak. Having read the forums, this is to be expected and one of them should release a special container on destruction. I've blown all three to pieces several times now including zapping them with military lasers, beam lasers and even a pulse laser to make sure nothing gets destroyed when they blow up. My problem is I don't see them release anything when they are destroyed?

Am I missing something or just going nuts? I'm using Oolite v1.69.

Cheers

LtB

Posted: Sat Jul 14, 2007 9:22 am
by TGHC
Hmm you should be able to scoop a special container, it does not look any different, but when you target it it should say something different to the normal "cargo container" that is if you have the scanner targeting enhancement fitted.

Posted: Sat Jul 14, 2007 9:22 am
by JensAyton
It’s possible that changes in how explosions work have made that mission difficult/impossible. I need to test it anyway as part of porting the built-in missions to JavaScript. If you could e-mail a saved game just prior to meeting the three Asps, it would make my life easier. Got one.

Posted: Sat Jul 14, 2007 1:55 pm
by JensAyton
I’ve tested the mission in what I’m tentatively calling 1.69.1 Final Candidate, and it works fine. The JavaScript port works, too, so that’ll be used in 1.69.1 (this doesn’t change gameplay at all).

Posted: Sat Jul 14, 2007 2:27 pm
by LittleBear
If you're giving the native missions an overhaul, would you consider adding Eric's oneof: code to the native missions? That would stop the Nova mission clash with some of the G4 OXP missions and the potential class of the trumbles / constrictor missions with many of the other OXP missions.

Posted: Sat Jul 14, 2007 3:46 pm
by JensAyton
No. I intend to design a better system for mission screens for the JavaScript scripting model. Until then, I’m not going to allocate any time to applying the work-around and testing the results. However, it would be entirely possible for the commOonity™ to do this as an OXP; missions with the same name (dictionary key) will replace build-in missions. This also has the advantage of working with 1.65.

Posted: Sat Jul 14, 2007 5:00 pm
by LeroyTheBadger
Sorted.

I went back to version 1.65, dropped an energy bomb and the container appeared. Job Done!

:D