Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Killed by a ghost?

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

User avatar
PhilHibbs
Above Average
Above Average
Posts: 30
Joined: Sun Feb 22, 2009 3:16 pm

Killed by a ghost?

Post by PhilHibbs »

I just killed the last of three pirates - a fer-de-lance - and as soon as he died I instantly statred getting shot. There was nothing on my radar apart from the white dots of cargo, so I hit Witchdrive Fuel Injectors but I was just annihilated by a barrage of laser fire from no-where.
User avatar
Commander Learner
Dangerous
Dangerous
Posts: 123
Joined: Thu Aug 20, 2009 12:08 pm
Location: Somewheeeeeere over the rainbooooooooooow~

Post by Commander Learner »

What rank are you? You could have triggered the "cloaking device" mission and your target is an invisible ship.

Pleasure meeting you.
Shooting polygons since 2001
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: Killed by a ghost?

Post by Svengali »

PhilHibbs wrote:
...but I was just annihilated by a barrage of laser fire from no-where.
Commander Learner wrote:
What rank are you? You could have triggered the "cloaking device" mission and your target is an invisible ship.
Hehe, yes. It would be quite interesting how many kills do you have and which galaxy you're currently in.
User avatar
Cmdr James
Commodore
Commodore
Posts: 1357
Joined: Tue Jun 05, 2007 10:43 pm
Location: Berlin

Post by Cmdr James »

I think there is an OXP with a ghost ship, not the built in cloak one something else.
User avatar
ClymAngus
---- E L I T E ----
---- E L I T E ----
Posts: 2508
Joined: Tue Jul 08, 2008 12:31 am
Location: London England
Contact:

Post by ClymAngus »

Oh dear, what colour was the laser fire and what legal status where you at the time?
User avatar
Frame
---- E L I T E ----
---- E L I T E ----
Posts: 1477
Joined: Fri Mar 30, 2007 8:32 am
Location: Witchspace

Post by Frame »

Cmdr James wrote:
I think there is an OXP with a ghost ship, not the built in cloak one something else.
there is, i think its named something along the lines of

the flying dutchman
Bounty Scanner
Number 935
User avatar
Commander McLane
---- E L I T E ----
---- 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:

Post by Commander McLane »

No, he has certainly not.

I think he has come across a ship which has an equipment item installed that in my personal Ooniverse doesn't exist, and the purpose of which is to make its bearer invisible on the radar screen.

Possible suspects include caduceus.oxp.
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Post by Svengali »

Commander McLane wrote:
I think he has come across a ship which has an equipment item installed that in my personal Ooniverse doesn't exist, and the purpose of which is to make its bearer invisible on the radar screen.
Hehe, but in my personal Ooniverse. Maybe PhilHibbs stumbled about a pirate-Vector. They have a low chance and need a score >650 to appear at all. It's a nice and small surprise, but shouldn't be deadly for experienced Commanders, hehe. Maybe I should reduce the chance for it a bit more [currently pirate(0.2)], hmm.
User avatar
Commander McLane
---- E L I T E ----
---- 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:

Post by Commander McLane »

Svengali wrote:
Commander McLane wrote:
I think he has come across a ship which has an equipment item installed that in my personal Ooniverse doesn't exist, and the purpose of which is to make its bearer invisible on the radar screen.
Hehe, but in my personal Ooniverse. Maybe PhilHibbs stumbled about a pirate-Vector. They have a low chance and need a score >650 to appear at all. It's a nice and small surprise, but shouldn't be deadly for experienced Commanders, hehe. Maybe I should reduce the chance for it a bit more [currently pirate(0.2)], hmm.
Should the vector.oxp become part of my personal Ooniverse (currently it is not), it would of course fall victim to the impermeable MASC-barrier. The sole purpose of the barrier is to let whole ships through, except their MASC. So on my side of the barrier the ship looks exactly the same as on your side, but somehow the PCMCIA-slot where the MASC was plugged in has been replaced by a painting of a dead acrylic fish eating an anamorphic metaphoric cat. Or something of the like. (Weighing in at only 89375 ₢ the painting is also much cheaper than what now dangles pathetically at the outer side of the barrier.)
User avatar
Cmdr Wyvern
---- E L I T E ----
---- E L I T E ----
Posts: 1649
Joined: Tue Apr 11, 2006 1:47 am
Location: Somewhere in the great starry void

Post by Cmdr Wyvern »

The MASCM and it's countermeasure doesn't exist in my ooniverse, nor are they allowed to exist. Nor shall I give NPCs such devices, though I shall remove them.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Post by Svengali »

Commander McLane wrote:
Should the vector.oxp become part of my personal Ooniverse (currently it is not), it would of course fall victim to the impermeable MASC-barrier.
Uuh! You're scratching a hole in the ships-hull, sucking the card out, replacing it with a dead fish? That's an extraordinary way, I'd say (and probably a surprise for that Commander too) :-)
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Svengali wrote:
Commander McLane wrote:
Should the vector.oxp become part of my personal Ooniverse (currently it is not), it would of course fall victim to the impermeable MASC-barrier.
Uuh! You're scratching a hole in the ships-hull, sucking the card out, replacing it with a dead fish? That's an extraordinary way, I'd say (and probably a surprise for that Commander too) :-)
That oxp is certainly worth to install. It has some very original features. And now I just acquired the new scoop-addon from an internal mission. Downside is, that this new equipment already broke down in combat before I could use it. Currently looking for a system to repair it. :?
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Post by Svengali »

Eric Walch wrote:
That oxp is certainly worth to install. It has some very original features. And now I just acquired the new scoop-addon from an internal mission. Downside is, that this new equipment already broke down in combat before I could use it. Currently looking for a system to repair it. :?
Does it mean, after damaging this baby you still have it listed in your EQ-List (F5)? That would mean that something is not working then.
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Svengali wrote:
Eric Walch wrote:
That oxp is certainly worth to install. It has some very original features. And now I just acquired the new scoop-addon from an internal mission. Downside is, that this new equipment already broke down in combat before I could use it. Currently looking for a system to repair it. :?
Does it mean, after damaging this baby you still have it listed in your EQ-List (F5)? That would mean that something is not working then.
Yes, it is listed as damaged.

EDIT: Looking in your code, you write:

Code: Select all

this.equipmentDamaged = this.equipmentDestroyed = function(equipmentKey)
{
	if(equipmentKey == "EQ_VECTOR_SCOOPS" && player.ship.equipmentStatus("EQ_VECTOR_SCOOPS") == "EQUIPMENT_DAMAGED") {
		player.ship.setEquipmentStatus("EQ_VECTOR_SCOOPS","EQUIPMENT_OK"); player.ship.removeEquipment("EQ_VECTOR_SCOOPS"); return; }
}
I see you try to completely remove the equipment. I do not immediately see why it fails, but better write:

Code: Select all

this.equipmentDamaged = this.equipmentDestroyed = function(equipmentKey)
{
	if(equipmentKey == "EQ_VECTOR_SCOOPS" && player.ship.equipmentStatus("EQ_VECTOR_SCOOPS") == "EQUIPMENT_DAMAGED") {
		player.ship.removeEquipment("EQ_VECTOR_SCOOPS_DAMAGED"); return; }
}
And probably you can ignore the possibility of this.equipmentDestroyed as that only happens when playing in strict mode. But in strict mode none of the oxp's is loaded.
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Post by Svengali »

Eric Walch wrote:
Yes, it is listed as damaged.
Strange. Maybe the script somehow completely missed the notification. Could it be that more than one EQ was damaged at the same time? Via console everything was fine and even in a battle the script has got this notification, so I'm a bit puzzled.
Eric Walch wrote:
I see you try to completely remove the equipment. I do not immediately see why it fails, but better write:...
I've had some cases were a damaged EQ is not removed, so this was the workaround (sorry, forgot to report it).
Eric Walch wrote:
And probably you can ignore the possibility of this.equipmentDestroyed as that only happens when playing in strict mode. But in strict mode none of the oxp's is loaded.
Not sure about it. If I remember right I've had cases were EQs are completely destroyed. It is rare and the other EQ needs this to work properly .-)

I'll go and test it a bit more, hmm.
Post Reply