Subentity kills
Moderators: winston, another_commander
- Cmdr James
- Commodore
- Posts: 1357
- Joined: Tue Jun 05, 2007 10:43 pm
- Location: Berlin
Subentity kills
I think PlayerEntity collectBountyFor (around line 3357 or so) should do something like
if ([other isSubEntity])
{
return;
}
As discussed https://bb.oolite.space/viewtopic.php?p=45193#45193
if ([other isSubEntity])
{
return;
}
As discussed https://bb.oolite.space/viewtopic.php?p=45193#45193
- Cmdr James
- Commodore
- Posts: 1357
- Joined: Tue Jun 05, 2007 10:43 pm
- Location: Berlin
- Captain Hesperus
- Grand High Clock-Tower Poobah
- Posts: 2310
- Joined: Tue Sep 19, 2006 1:10 pm
- Location: Anywhere I can sell Trumbles.....
My understanding of sub-entities is that they are additions to a core model. Imagine taking a real world model and sticking bits and pieces on it. Even if the ehtire original model is covered by extra bits, there is still a basic framework under it all to which the shipdata.plist relates.
Captain Hesperus
Captain Hesperus
The truth, revealed!!
- Cmdr James
- Commodore
- Posts: 1357
- Joined: Tue Jun 05, 2007 10:43 pm
- Location: Berlin
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
I was always loving to slaughter a Hydra or Rattlecutter slooooooooowly, bit by bit, collecting kills on the way.
So I am very much opposed to this change!
And I beg to differ from Cmdr James. I don't think this was really discussed, neither here or anywhere. Furthermore, the outcome of the very brief exchange of arguments Cmdr James is referring to was actually that it's fine as it is. Here's the quote:
And there were no objections given to this point.hoopy wrote:oh i see. so you have to hit the sub-entity enough times to destroy it to get the kill. That number of hits makes the ship pretty weak so you have to wait for it to recover enough so you can do the same again to get further 'kills'.
that's fair enough, if you're bored enough to go through all that palaver just to get a few extra kills, rather than just killing it and then going on to something else then good luck
Bottom line: I would like to have it taken back until further discussion.
- Cmdr James
- Commodore
- Posts: 1357
- Joined: Tue Jun 05, 2007 10:43 pm
- Location: Berlin
Im sorry that you are upset, I didnt mean to cause a problem.
It is quite obvious that this is not intentional behavior, and caused by subentites being instances of ship entity.
I dont see any logical or canonical reason for awarding kills for subentities, a kill is, by any definition I have heard for destroying, or possibly disabling an enemy.
When I said it had been discussed, I did not mean it had been decided that we should change behaviour, I simply meant that you have discovered a bug, and that you had mentioned it there.
To my mind this is clearly a bug, I really dont see how shooting a wing on a ship is a kill. I understand that it requires skill, and is possibly harder to get than shooting an adder or whatever, but it is not intentional, and I dont think it is logical.
In fact, I would go further and say kills should not be awarded for hulks either, but I think there is a problem then that if a pilot ejects leaving a hulk, you would not get a kill for disabling him, and not for killing him. This may be a nice solution to the graveyard "issue" where people can get cheap kills by attacking graveyard ships, which also isnt really fair, but this is a separate discussion really.
It is quite obvious that this is not intentional behavior, and caused by subentites being instances of ship entity.
I dont see any logical or canonical reason for awarding kills for subentities, a kill is, by any definition I have heard for destroying, or possibly disabling an enemy.
When I said it had been discussed, I did not mean it had been decided that we should change behaviour, I simply meant that you have discovered a bug, and that you had mentioned it there.
To my mind this is clearly a bug, I really dont see how shooting a wing on a ship is a kill. I understand that it requires skill, and is possibly harder to get than shooting an adder or whatever, but it is not intentional, and I dont think it is logical.
In fact, I would go further and say kills should not be awarded for hulks either, but I think there is a problem then that if a pilot ejects leaving a hulk, you would not get a kill for disabling him, and not for killing him. This may be a nice solution to the graveyard "issue" where people can get cheap kills by attacking graveyard ships, which also isnt really fair, but this is a separate discussion really.
- Disembodied
- Jedi Spam Assassin
- Posts: 6885
- Joined: Thu Jul 12, 2007 10:54 pm
- Location: Carter's Snort
Shooting subentities doesn't necessarily require skill... I can confirm that you can do it without meaning to (or even without knowing that subentities existed).
On the hulk issue, might it be possible to create two different types of hulk -- "hot" and "cold"? A "hot" hulk would be created when a pilot ejects, but after, say, 60 seconds, would become a "cold" one. A player would get a kill (and appropriate bounty) for destroying a "hot" hulk, on the assumption that it was probable they caused some, if not all, of the fatal damage. But destroying a "cold" hulk would just result in some debris-clearing bounty (and access to whatever goodies lie inside). Ships in the Tionisla graveyard would, of course, be "cold" hulks by definition.
On the hulk issue, might it be possible to create two different types of hulk -- "hot" and "cold"? A "hot" hulk would be created when a pilot ejects, but after, say, 60 seconds, would become a "cold" one. A player would get a kill (and appropriate bounty) for destroying a "hot" hulk, on the assumption that it was probable they caused some, if not all, of the fatal damage. But destroying a "cold" hulk would just result in some debris-clearing bounty (and access to whatever goodies lie inside). Ships in the Tionisla graveyard would, of course, be "cold" hulks by definition.
- Captain Hesperus
- Grand High Clock-Tower Poobah
- Posts: 2310
- Joined: Tue Sep 19, 2006 1:10 pm
- Location: Anywhere I can sell Trumbles.....
You know Commander McLane will be very upset with that, since he'll have nowhere to 'test' his Q-bombs.Disembodied wrote:Ships in the Tionisla graveyard would, of course, be "cold" hulks by definition.
Captain Hesperus
The truth, revealed!!
- Cmdr James
- Commodore
- Posts: 1357
- Joined: Tue Jun 05, 2007 10:43 pm
- Location: Berlin
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
I agree that in most cases getting points for hitting subentities is a bug. Take for example a ship full of flashers, turrets or non weapon items. When you shout at those ships you often hit a subentity before you do the final shot. I often see flashes of parts blowing up without even knowing witch part I blew up.Disembodied wrote:Shooting subentities doesn't necessarily require skill... I can confirm that you can do it without meaning to (or even without knowing that subentities existed).
Take for instance the cobra-rapier of wolfwoods_variants (one of my favourite victims). That one has a subentity on the back you always have to shoot first. Its a kind of shield that protects the ship from behind. The ship is weaker when the shield is bypassed, but normally it is easier to just follow him and keep shooting from behind. Getting 2 hitpoints that way it wrong.
- Captain Hesperus
- Grand High Clock-Tower Poobah
- Posts: 2310
- Joined: Tue Sep 19, 2006 1:10 pm
- Location: Anywhere I can sell Trumbles.....
That's a hell of a commute from Tionisla......Cmdr James wrote:
Nah, you can still go to Tianve and see some tourists.
Captain Hesperus
The truth, revealed!!
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
I wouldn't mind that, as I seem to have some special abilities as far as appearing in different places at the same time is concerned. It's the travel time within the system that makes the whole thing more boring (the pulsar is much further out than the graveyard). And, of course, there is no real comparison, as far as the number of potential kills is concerned!Captain Hesperus wrote:That's a hell of a commute from Tionisla......Cmdr James wrote:
Nah, you can still go to Tianve and see some tourists.
By the way: I firmly repudiate the allegation that I return to Tionisla every week for a... errrm... special purpose!
And finally: If I'm voted down on the issue, okay, so be it.
":sigh: Isn't life hard enough for a
- Cmdr. Maegil
- Sword-toting nut-job
- Posts: 1294
- Joined: Tue Feb 27, 2007 10:28 pm
- Location: On the mend in Western Africa
...which defeats the whole purpose of 'testing' those expensive buggers...
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
I'm obviously not one of them.