Railgun.oxp v 1.3 now available
Posted: Sat Apr 23, 2011 12:47 pm
Following a discussion on lasers and alternative weapons, Fauchon-Oliphant Inc. proudly present a completely new and revolutionary take on destruction: the Fauchon-Oliphant X-series of precision railguns.
Unlike your ships primary (lasers) and secondary (missiles and mines) armory, the X-series offers three different types of weapons mounted as primeable equipment. In other words, you select the gun with 'SHIFT-N' and fire with 'N'. Please refer to the Wiki or the readMe for technical details.
One word of warning, though: railguns are pretty useless against small, moving targets, so don't expect to kill your next pirate with them. But they can pack a punch against a big, stationary (or very slowly moving) target.
Try it out and give your feedback here.
The whole thing is more a proof-of-concept than a real addition to the Ooniverse. Oolite 1 isn't really designed for accommodating radically different weapons concepts. On the other hand it's astonishing what can be already achieved in Oolite beta 1.75. Perhaps Oolite 2 will see some new concepts in weapons implementation, who knows?
The main limitation at the current state is that the railgun is a player-only weapon. Therefore it breaks the general rule that player and NPCs should be as equal as possible. The OXP uses a couple of workarounds to make it even work for the player. More—and more complex—workarounds would be needed to make it also work for NPCs. At the moment I don't know whether it would even be worth trying to do that, but I'm open to suggestions.
I'd like to get feedback from users and scripters alike. What can be improved? What have I overlooked?
But first and foremost: enjoy!
The OXP is available from its Wiki-page. Please take also the time to read that page first. This should answer at least the first questions.
EDIT: Changes in v 1.1:
- small scripting clean-ups
- inactive Thargons now count as kills
- new method of spawning the projectiles; they no longer create witchspace exit rings
- projectiles are now buyable immediately after the last one was fired
- reaction to attack while cloaked now also simulated
- made the railguns more expensive
EDIT 2: version 1.2 contains a mining variant other smaller or bigger changes. Currently it needs the Oolite trunk to work. It will also work with Oolite 1.75.2 once this gets released. If you're on Oolite 1.75.1, stick with Railgun 1.1 for the time being. Changes since v 1.1:
- all railguns now use the same firing script; differences are handled via scriptInfo
- projectiles are made longer through subentries, hopefully minimizing the fly-through problems
- new mining version with heavier, slower projectiles
- correct bounties awarded for boulders
- bounty message now localized
- police only react to an attack if they're close enough to the player
- projectile spawning position is now calculated from both the player ship's and the projectile's collision radius, making it more unlikely for the projectile to be spawned too close to the ship
- a meaningful error message is created if a projectile accidentally collides with the player ship; please report if you see this message
- lowered the required techlevel
- requires Oolite 1.75.2
EDIT 3: version 1.3 adds a sound effect for firing your railgun
- it also slightly adjusts firing ranges and intervals of the different
- projectiles can now be bought any time, but not more than one bundle in total
- the number of remaining projectiles is now displayed on the manifest screen
- railgun.oxp now ships with a tweaked interceptAI, in order to make police ships react correctly on railgun attacks
- requires Oolite 1.75.2
Unlike your ships primary (lasers) and secondary (missiles and mines) armory, the X-series offers three different types of weapons mounted as primeable equipment. In other words, you select the gun with 'SHIFT-N' and fire with 'N'. Please refer to the Wiki or the readMe for technical details.
One word of warning, though: railguns are pretty useless against small, moving targets, so don't expect to kill your next pirate with them. But they can pack a punch against a big, stationary (or very slowly moving) target.
Try it out and give your feedback here.
The whole thing is more a proof-of-concept than a real addition to the Ooniverse. Oolite 1 isn't really designed for accommodating radically different weapons concepts. On the other hand it's astonishing what can be already achieved in Oolite beta 1.75. Perhaps Oolite 2 will see some new concepts in weapons implementation, who knows?
The main limitation at the current state is that the railgun is a player-only weapon. Therefore it breaks the general rule that player and NPCs should be as equal as possible. The OXP uses a couple of workarounds to make it even work for the player. More—and more complex—workarounds would be needed to make it also work for NPCs. At the moment I don't know whether it would even be worth trying to do that, but I'm open to suggestions.
I'd like to get feedback from users and scripters alike. What can be improved? What have I overlooked?
But first and foremost: enjoy!
The OXP is available from its Wiki-page. Please take also the time to read that page first. This should answer at least the first questions.
EDIT: Changes in v 1.1:
- small scripting clean-ups
- inactive Thargons now count as kills
- new method of spawning the projectiles; they no longer create witchspace exit rings
- projectiles are now buyable immediately after the last one was fired
- reaction to attack while cloaked now also simulated
- made the railguns more expensive
EDIT 2: version 1.2 contains a mining variant other smaller or bigger changes. Currently it needs the Oolite trunk to work. It will also work with Oolite 1.75.2 once this gets released. If you're on Oolite 1.75.1, stick with Railgun 1.1 for the time being. Changes since v 1.1:
- all railguns now use the same firing script; differences are handled via scriptInfo
- projectiles are made longer through subentries, hopefully minimizing the fly-through problems
- new mining version with heavier, slower projectiles
- correct bounties awarded for boulders
- bounty message now localized
- police only react to an attack if they're close enough to the player
- projectile spawning position is now calculated from both the player ship's and the projectile's collision radius, making it more unlikely for the projectile to be spawned too close to the ship
- a meaningful error message is created if a projectile accidentally collides with the player ship; please report if you see this message
- lowered the required techlevel
- requires Oolite 1.75.2
EDIT 3: version 1.3 adds a sound effect for firing your railgun
- it also slightly adjusts firing ranges and intervals of the different
- projectiles can now be bought any time, but not more than one bundle in total
- the number of remaining projectiles is now displayed on the manifest screen
- railgun.oxp now ships with a tweaked interceptAI, in order to make police ships react correctly on railgun attacks
- requires Oolite 1.75.2