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Introducing Status_Quo_Q-bomb.oxp (version 1.2)
Posted: Tue Dec 16, 2008 10:24 am
by Commander McLane
Introduction
This OXP lets Q-bombs behave as described in Status Quo: Close to a planet or sun they won't explode.
Overview
Q-bombs which at the and of their countdown are closer to the surface of any celestial body than one third of its radius will not explode anymore. They will just sit there, and can by scooped and loaded on a free berth again.
Minimum Requirements
Status_Quo_Q-bomb.oxp requires at least Oolite 1.72.
Download Location
This OXP (new version 1.2) is available for download
via its wiki page.
Installation
Move or copy the file Status_Quo_Q-bomb.oxp from the download folder to the AddOns folder inside the Oolite main folder. Restart Oolite.
Acknowledgements
Thanks to
Tivva who reminded me of the discrepancy between the game and the novel—so I could eliminate it. And thanks to Eric Walch for some valuable (as usual) hints.
EDIT2: changed download link to wiki page
EDIT3: new version 1.2
Posted: Tue Dec 16, 2008 12:24 pm
by Rxke
Hey, that's great!
Would it be trivial to hardcode this behaviour as standard?
Posted: Tue Dec 16, 2008 12:39 pm
by Commander McLane
Rxke wrote:Hey, that's great!
Would it be trivial to hardcode this behaviour as standard?
Thanks!
Absolutely trivial. I've done nothing than to add a ship-script to the Q-bomb, which is called from its AI just before the explosion, in order to determine the distance to the next celestial body.
So it's one extra key for the Q-bomb's shipdata-entry, one extra line for timebombAI.plist, and one extra script. All of these can easily go into Oolite's resources (they are just replacing them anyway).
Posted: Tue Dec 16, 2008 2:19 pm
by Rxke
Okay then, now all we have to do is beg in a really insistent way to get this implemented in the main code
Re: Introducing Status_Quo_Q-bomb.oxp
Posted: Tue Dec 16, 2008 5:14 pm
by Tivva
Hey, acknowledgements not required Commander, you're the one who spent time writing the OXP.
If it wasn't for people like you, we wouldn't have a great game like this to play :clappysmiley:
I'm off to d/l the oxp now
Posted: Tue Dec 16, 2008 11:37 pm
by wackyman465
But now I can't drop some Q in front of a station... Oh well - I've still got cascade missiles
Posted: Wed Dec 17, 2008 7:03 am
by Commander McLane
wackyman465 wrote:But now I can't drop some Q in front of a station...
Yes, you can. The 'dead zone' for q-mines only begins closer to the planet surface, two thirds of the way down, to be precise.
wackyman465 wrote:Oh well - I've still got cascade missiles
Hm. In an ideal world they should be affected, too. I'll look into this.
*****
By the way: Due to a stupid logical error on my side I accidentally disabled the use of q-bombs in interstellar space in version 1.0 of the OXP. Until I bring out version 1.1 you can repair it yourself, by replacing
Code: Select all
if(closestPlanet == null) this.ship.switchAI("nullAI.plist")
with
Code: Select all
if(closestPlanet == null) this.ship.reactToAIMessage("EXPLODE")
Just c&p the 'this.ship.'-part from two lines below.
Posted: Wed Dec 17, 2008 9:11 am
by Commander McLane
Commander McLane wrote:wackyman465 wrote:Oh well - I've still got cascade missiles
Hm. In an ideal world they should be affected, too. I'll look into this.
Hm. Not so easy, because the cascade missiles don't use timebomb.AI, but a custom AI.
However, this custom AI is broken anyway, so I'm not sure whether they would work at all with Oolite 1.72 or later...
Have to contact Ramirez.
Posted: Wed Dec 17, 2008 7:09 pm
by pagroove
Good work,
I think it's realistic
Posted: Thu Dec 18, 2008 2:04 am
by wackyman465
Noooo! Q-bomb with impunity! Cascade missiles for all! Yes nukes!
But the blue sphere is so pretty . . . you mean those people in those ships don't just get a pretty light show? (cute kitten face here)
What? You say there's people in those ships?
You have a voice in your head? That tells you what to do? You call it a conscience? You sure you're sane?
But laser dots is pretty too, and I like those pretty missile trails. You're sure there's people in those ships?
You mean those police guys actually mean I should stop shooting at them?
You're crazy. I know that fugitive really just means the guy next to me is running away from the crazy people police.
You mean I'm going to the loony bin for a case of quirimania? Can I take my cascade missiles with me? No? Can I at least take my Imperial Courier?
You mean it was taken? As evidence?
Posted: Thu Dec 18, 2008 8:28 am
by Commander McLane
New version 1.1 squashes a bug which accidentally defused Q-bombs in interstellar space.
It also makes the defused Q-bomb re-scoopable and re-mountable.
Updated download link in the first post above.
Posted: Tue Dec 23, 2008 9:07 am
by drew
Commander McLane wrote:New version 1.1 squashes a bug which accidentally defused Q-bombs in interstellar space.
It also makes the defused Q-bomb re-scoopable and re-mountable.
Updated download link in the first post above.
Thanks Commander! Superb work, nice to see the book influencing the game!
Cheers,
Drew.
Posted: Tue Dec 30, 2008 3:19 pm
by Commander McLane
Fixed another bug that would produce an error message if a Q-bomb would be used in interstellar space (without affecting its functioning, though).
Status_Quo_Q-bombs 1.2 available
at a wiki near to you.
Posted: Tue Dec 30, 2008 8:32 pm
by Cmdr James
I think that if this were to be "fixed" in the game code itself then it should be a change in ShipEntity.becomeEnergyBlast or maybe initEnergyMineFromShip that does the check. This is the logical place for it, and will resolve issues of things like chain reactions that should also not occur near large objects, and *any* cause of q-mine explosions should be handled. If we try to do it in AI, there is always a possibility of a problem such as the chainedmissile thing noted earlier in the thread.
However, I suspect that the change in the OXP is good enough for most people