[Solved] Constore security sidewinder AI
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- Getafix
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[Solved] Constore security sidewinder AI
Shooting a Constore (griff's all in one OXP published here) makes a sidewinder secutiry pop-out.
The thing is that the sidewinder just flies for some seconds and then stops.
Even shooting at it doesn't provoke any reaction.
The system used is Oolite 1.74.1 Linux 64bit.
PS: The Constore "antenna" doesn't have this blue light going up;
is it my drivers (nVidia 195.36.24 for Linux 64bit) which I re-installed some couple of days ago?
The thing is that the sidewinder just flies for some seconds and then stops.
Even shooting at it doesn't provoke any reaction.
The system used is Oolite 1.74.1 Linux 64bit.
PS: The Constore "antenna" doesn't have this blue light going up;
is it my drivers (nVidia 195.36.24 for Linux 64bit) which I re-installed some couple of days ago?
Last edited by Getafix on Sun Jul 25, 2010 10:38 pm, edited 2 times in total.
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- Eric Walch
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Re: Constore security sidewinder AI
Yes, this I noticed last week. I fixed it already. It was a casing issue with the AI so it only affected Lunux systems. Funny though as that bug must be around for a long time and you just report it in the weekend when I intended to upload the fix.Getafix wrote:Shooting a Constore (griff's all in one OXP published here) makes a sidewinder secutiry pop-out.
The thing is that the sidewinder just flies for some seconds and then stops.
Even shooting at it doesn't provoke any reaction.
The system used is Oolite 1.74.1 Linux 64bit.
A lot of texture are confused since 1.74. I think this will be also fixed in the updates by Griff. I have been testing it for some days, found a few bugs that should be fixed now and I upload version 4.1.4 later today.PS: The Constore "antenna" doesn't have this blue light going up;
is it my drivers (nVidia 195.36.24 for Linux 64bit) which I re-installed some couple of days ago?
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Getafix
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God I wished I had more time to actually play OoliteEric Walch wrote:..Funny though as that bug must be around for a long time and you just report it in the weekend when I intended to upload the fix...
and not just fooling around trying to detect strange behaviors.

This one came up last night, while "demoing" Oolite to a friend (IT guy, Spectrum Elite old-timer).
We shot a constore to provoke an attack.
Well, the security guard seemed to be on a strike!

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- Eric Walch
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I don't think so as it is a civil station. In my opinion it should be done only when you have police ships as default defenders.Disembodied wrote:Speaking of shooting constores ... I notice it doesn't affect your legal standing (unless, presumably, a cop sees you doing it). Should this be altered, since it's a station?
For the buoy repair station I choose to launch police ships from the planet surface with the station as destination and the attacker as target, when attacking the station. That way it stayed a civil station without police but with help from distant police. But that station it close to the planet, it will not work for the constore.
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In case of the constore the fastest way for police to arrive would be to call them in from the closest system. Then they would just pop up out of witchspace.Eric Walch wrote:But that station it close to the planet, it will not work for the constore.
Scripting-wise, and because I am a pedant, one of the neighbouring systems could be specifically established as their origin, and their fuel should be reduced by the amount the jump took (at least for the first police ship; subsequent ships would use the wormhole of the first one). After the fight they could return to their home system.
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Lateral thinking...can't the Police leave the main station then witch-jump to the same system to 'pop-out' near the con-store?Commander McLane wrote:In case of the constore the fastest way for police to arrive would be to call them in from the closest system. Then they would just pop up out of witchspace.Eric Walch wrote:But that station it close to the planet, it will not work for the constore.
Scripting-wise, and because I am a pedant, one of the neighbouring systems could be specifically established as their origin, and their fuel should be reduced by the amount the jump took (at least for the first police ship; subsequent ships would use the wormhole of the first one). After the fight they could return to their home system.
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Its a bi-lateral agreement between systems (Bi-systemal??): When in need they signal an adjacent system for help near the witchpoint. Help is fast and there is a station to refuel in place already.Smivs wrote:Lateral thinking...can't the Police leave the main station then witch-jump to the same system to 'pop-out' near the con-store?
I did not think as clear as McLane did

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Logic flaw guys...
Time Index - Event
0:00:00 - Constore is attacked by Pirate01 in System A.
0:00:01 - Constore sends out emergency assistance request
0:00:02 - Signal is recieved by the local system Main Station, and let's be humerous and say the signal is simultaneously recieved by the main station in the closest neighbor system at 2.4 LY away. The Neighbor system is supposed to respond.
0:00:03 - Neighbor Main Station launches first alert fighter.
0:00:18 - First Alert Fighter enters Hyperspace.
5:48:18 - First Alert Fighter exits hyperspace to find the Constore destroyed, the cargo scooped, the pirates LONG gone, the Constore bouy already replaced by the in-system GRS station, and the husk of the constore has now been turned into a methadone clinic.
'Launching from the planet or main station would be much faster than sending in pilots from another system. Maybe not in game-play, but in game terms definately.
Time Index - Event
0:00:00 - Constore is attacked by Pirate01 in System A.
0:00:01 - Constore sends out emergency assistance request
0:00:02 - Signal is recieved by the local system Main Station, and let's be humerous and say the signal is simultaneously recieved by the main station in the closest neighbor system at 2.4 LY away. The Neighbor system is supposed to respond.
0:00:03 - Neighbor Main Station launches first alert fighter.
0:00:18 - First Alert Fighter enters Hyperspace.
5:48:18 - First Alert Fighter exits hyperspace to find the Constore destroyed, the cargo scooped, the pirates LONG gone, the Constore bouy already replaced by the in-system GRS station, and the husk of the constore has now been turned into a methadone clinic.
'Launching from the planet or main station would be much faster than sending in pilots from another system. Maybe not in game-play, but in game terms definately.
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Oopsie! 
Well spotted that man, funny no-one else thought about it!

Well spotted that man, funny no-one else thought about it!

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- Smivs
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Erm, like I said, this isn't a problem if they can Hyperspace-in from their own system... 

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Or just use Thargoid's Gates.Smivs wrote:Erm, like I said, this isn't a problem if they can Hyperspace-in from their own system...
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Which is a good idea in principle. But they don't exist in each system.caracal wrote:Or just use Thargoid's Gates.Smivs wrote:Erm, like I said, this isn't a problem if they can Hyperspace-in from their own system...
And hyperspacing within the own system, while it would indeed be instantly, isn't possible, methinks.
Nor do constores. I was thinking that a big company like MallWart or Sainsboory's could probably afford its own set of "security gates" if it wanted them.Commander McLane wrote:Which is a good idea in principle. But they don't exist in each system.caracal wrote:Or just use Thargoid's Gates.Smivs wrote:Erm, like I said, this isn't a problem if they can Hyperspace-in from their own system...