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Falcon Turrets
http://aegidian.org/bb/viewtopic.php?f=2&t=19939
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Author:  DavidG [ Mon Nov 05, 2018 6:48 pm ]
Post subject:  Falcon Turrets

Hi all. First time posting but played Oolite for years before taking a break when kids got in the way of personal time!

Anyway, I fly a Falcon-S which is pretty well kitted out, and my turrets have stopped working! As I have quite a few OXPs installed that put extra pirates in play, I miss them in a messy dogfight!

It is possible it might have been the LMSS additional laser rack that stopped them, if that's possible, although I can't be certain. Not being a coder in any way, I'm not sure whether to look in shipdata.plist, the save game, or where!

Any help gratefully received!

dave

Author:  phkb [ Mon Nov 05, 2018 9:01 pm ]
Post subject:  Re: Falcon Turrets

Welcome to the boards, Dave!

LMSS shouldn't have an impact on any turrets, as it deals with laser positions, while turrets are set up as subentities.

It might be helpful to look at your log file to see if (a) there are any errors being reported, and (b) what OXP's are installed which might reveal incompatibilities.

Author:  DavidG [ Mon Nov 05, 2018 10:20 pm ]
Post subject:  Re: Falcon Turrets

Happy to - can I ignore any chunks or is it OK to paste the lot?!

I'm assuming subentities and so on are all set by the OXP, and I even dl a new one in case mine had got corrupted - although I've just realised I didn't hold shift down. Would that matter if I removed the old oxp and copied the fresh one in?

Cheers
Dave

Author:  Cody [ Mon Nov 05, 2018 11:50 pm ]
Post subject:  Re: Falcon Turrets

Quote:
- can I ignore any chunks or is it OK to paste the lot?!
Paste the lot - if it's too long, it might need two posts. Then highlight the lot and hit the Code button.
Or you could host it somewhere (box, googledocs, for example), and post a link. And welcome aboard!

Author:  montana05 [ Tue Nov 06, 2018 12:43 am ]
Post subject:  Re: Falcon Turrets

Quote:
Anyway, I fly a Falcon-S which is pretty well kitted out, and my turrets have stopped working! As I have quite a few OXPs installed that put extra pirates in play, I miss them in a messy dogfight!
The Falcon doesn't have an explicit
Code:
"frangible" = no;
included, therefore the turrets are frangible and maybe were just shot off during a fight. ;)

Author:  phkb [ Tue Nov 06, 2018 1:43 am ]
Post subject:  Re: Falcon Turrets

Quote:
although I've just realised I didn't hold shift down. Would that matter if I removed the old oxp and copied the fresh one in?
It shouldn't, but it's always worth doing it anyway, just to be sure.

Author:  DavidG [ Tue Nov 06, 2018 7:03 am ]
Post subject:  Re: Falcon Turrets

I wondered if they had been shot off, but expected a maintenance overhaul to fix them, but no change... where would I check for damaged subentities?

Author:  DavidG [ Tue Nov 06, 2018 8:44 am ]
Post subject:  Re: Falcon Turrets

Quote:
Quote:
- can I ignore any chunks or is it OK to paste the lot?!
Paste the lot - if it's too long, it might need two posts. Then highlight the lot and hit the Code button.
Or you could host it somewhere (box, googledocs, for example), and post a link. And welcome aboard!
Ha! just tried - my log is 10x the permitted number of characters! Going to nose at googledocs...

Author:  DavidG [ Tue Nov 06, 2018 8:50 am ]
Post subject:  Re: Falcon Turrets

Log file
https://docs.google.com/document/d/16xV ... sp=sharing

Not used googledocs, but this should work!

Oh, and I know about a couple of OXPs missing dependencies - been doing that for ages and haven't got round to dealing with it!

Cheers all

Author:  Svengali [ Tue Nov 06, 2018 11:25 am ]
Post subject:  Re: Falcon Turrets

The subentities declaration needs to be changed to the new form.
setup_actions is deprecated (for a loooong time already).

Author:  DavidG [ Tue Nov 06, 2018 11:35 am ]
Post subject:  Re: Falcon Turrets

Quote:
The subentities declaration needs to be changed to the new form.
setup_actions is deprecated (for a loooong time already).
This bit in the oxp shipdata.plist?
Code:
<key>bweed-falcon-turret</key>
	<dict>
		<key>ai_type</key>
		<string>nullAI.plist</string>
		<key>energy_recharge_rate</key>
		<real>1.5</real>
		<key>laser_color</key>
		<string>redColor</string>
		<key>max_energy</key>
		<real>60</real>
		<key>model</key>
		<string>bweed-falcon-turret.dat</string>
		<key>name</key>
		<string>bweed-falcon-turret</string>
		<key>roles</key>
		<string>bweed-falcon-turret</string>
		<key>setup_actions</key>
		<array>
			<string>initialiseTurret</string>
		</array>
		<key>smooth</key>
		<true/>
		<key>thrust</key>
		<real>1</real>
		<key>weapon_energy</key>
		<real>6</real>

What do I replace it with? As I say - I'm happy to muck about in the coding but can't write new stuff for trumblepaste

Author:  Norby [ Tue Nov 06, 2018 5:18 pm ]
Post subject:  Re: Falcon Turrets

Quote:
where would I check for damaged subentities?
Check after destroyed ones in external view, while caps lock is on you can rotate the camera around.
If you change your target lock to a new target then you should be see them turning to the new direction.

Author:  Svengali [ Tue Nov 06, 2018 6:48 pm ]
Post subject:  Re: Falcon Turrets

After taking a quick look at the shipdata.plist it's clear.

The Falcon S uses bweed-falcon-player_turret which does not use initialiseTurret. So they are just standard entities. The simplest fix is to add the code to bweed-falcon-player_turret as well.
Code:
<key>setup_actions</key>
<array>
	<string>initialiseTurret</string>
</array>
Still. This AddOn needs an update. E.g. WEAPON_TWIN_PLASMA_CANNON is not supported anymore.

Author:  Norby [ Tue Nov 06, 2018 9:15 pm ]
Post subject:  Re: Falcon Turrets

Quote:
What do I replace it with?
Another way if you remove the player_ part from the turret key within Falcon-S-player:
Code:
<string>bweed-falcon-turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>

Author:  DavidG [ Sat Nov 10, 2018 6:11 pm ]
Post subject:  Re: Falcon Turrets

Quote:
Quote:
What do I replace it with?
Another way if you remove the player_ part from the turret key within Falcon-S-player:
Code:
<string>bweed-falcon-turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
That sorted it thanks! I also, while testing, discovered what the huge sticky out pole on the back of my Falcon was - a rather ugly towbar! Soon got rid of that...

Off hunting pirates now, having just got rid of my first trumble in 25 or so years!

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