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Something Lurking in the Dark - Oxp idea

Posted: Tue May 27, 2008 11:07 am
by Amen Brick
An off shoot of the 'why no ships in deep space?' thread. Could someone please design an(or is there already an) OXP where a new alien threat lurks outside the shipping lanes, picking off the curious for vile experiments/shooting practice/vile reasons unknown?

Posted: Tue May 27, 2008 11:24 am
by LittleBear
Its fairly do-able. One of the missions in Assassins requires you to take a trip out of the space lanes. :wink: . But your target is marked on the Compass so you know where to go. In Oolite (as in Elite) space is infinate (as it effectively would be at sub-light travel in RL). The real difficulty of putting anything outside the space lanes is that extreem unliklihood of the player bumping into it! A random chance of somthing nasty being spawned in the player's location (only when outside the main lane) would be doable though.

Posted: Tue May 27, 2008 12:02 pm
by Eric Walch
LittleBear wrote:
Its fairly do-able. ..... A random chance of somthing nasty being spawned in the player's location (only when outside the main lane) would be doable though.
Next line will add a ship with role "nasty_alien" 50 000 meters in front of the flightdirection of the player.

Code: Select all

system.legacy_addShipsAtPrecisely("nasty_alien", 1, "abs", player.position.add(player.heading.multiply(50000)))
It can be added with an timer. It just needs an oxp-er that can incorporate this in an greater story.

EDIT: After testing it didn't work. Heading is always correct for NPC ships, but the w-coordinate is inverted for the player orientation. Next code does work and places ships in front of the player:

Code: Select all

let orientation = player.orientation; orientation.w = -orientation.w
system.legacy_addShipsAtPrecisely("pirate", 3, "abs", player.position.add(orientation.vectorForward().multiply(50000)))

Posted: Tue May 27, 2008 7:38 pm
by JensAyton
Eric Walch wrote:
EDIT: After testing it didn't work. Heading is always correct for NPC ships, but the w-coordinate is inverted for the player orientation.
I thought this was fixed, but it seems it isn’t. Fixing for 1.72.

Posted: Sun Jun 01, 2008 1:30 am
by nijineko
as long as the so-called "nasty_aliens" don't have tentacles and/or the "sense schoolgirl (su): 60ly radius" ability, i can applaud this. ^^ gee, any guesses as to what kind of cultural media i won't watch?

Posted: Mon Jun 02, 2008 6:59 am
by Commander McLane
My suggestion in another thread where we discussed this was to use the Orb as aliens.

Of course they could be made nastier...

But they're definitely alien.