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 Post subject: Falcon Turrets
PostPosted: Mon Nov 05, 2018 6:48 pm 
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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


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 Post subject: Re: Falcon Turrets
PostPosted: Mon Nov 05, 2018 9:01 pm 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
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.

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 Post subject: Re: Falcon Turrets
PostPosted: Mon Nov 05, 2018 10:20 pm 
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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


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 Post subject: Re: Falcon Turrets
PostPosted: Mon Nov 05, 2018 11:50 pm 
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Sharp Shooter Spam Assassin
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Joined: Sat Jul 04, 2009 9:31 pm
Posts: 13406
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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!

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Those who seek gold dig a lot of earth, but find little


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 12:43 am 
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Deadly
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Joined: Mon May 30, 2016 3:54 am
Posts: 203
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. ;)

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Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 1:43 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
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.

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My OXP's
YouTube: Oolite Teaser Trailer


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 7:03 am 
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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?


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 8:44 am 
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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...


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 8:50 am 
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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


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 11:25 am 
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---- E L I T E ----
---- E L I T E ----
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Joined: Sat Oct 20, 2007 2:52 pm
Posts: 2361
The subentities declaration needs to be changed to the new form.
setup_actions is deprecated (for a loooong time already).


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 11:35 am 
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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


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 5:18 pm 
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---- E L I T E ----
---- E L I T E ----
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Joined: Mon May 20, 2013 9:53 pm
Posts: 2541
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
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.

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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 6:48 pm 
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---- E L I T E ----
---- E L I T E ----
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Joined: Sat Oct 20, 2007 2:52 pm
Posts: 2361
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.


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 Post subject: Re: Falcon Turrets
PostPosted: Tue Nov 06, 2018 9:15 pm 
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---- E L I T E ----
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Joined: Mon May 20, 2013 9:53 pm
Posts: 2541
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
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>

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OXPs by Norby


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 Post subject: Re: Falcon Turrets
PostPosted: Sat Nov 10, 2018 6:11 pm 
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Joined: Mon Nov 05, 2018 6:39 pm
Posts: 15
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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