Missiles can talk?

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Astrobe
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Missiles can talk?

Post by Astrobe » Sun Oct 15, 2017 3:21 pm

I saw a missile targeting an offender say "Thank you for your assistance, Galcop Viper".

AFAIK the only OXZ that affects missile AI is my missile modification which is a simple hack of the standard AI with regard to ECM response.

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Redspear
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Re: Missiles can talk?

Post by Redspear » Sun Oct 15, 2017 4:58 pm

Sorry, of no help here but talking missiles?
Hmmm...

Standard missile: "Special Delivery for you!"
Hardened missile: "Go on! ECM me! Drain those energy banks, I dare you!"
"With our thoughts, we make the world" :-) - - - Game too slow for you? Masslock Compensators - - - Trouble getting out of trouble? Indestructible Injectors

Astrobe
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Re: Missiles can talk?

Post by Astrobe » Sun Oct 15, 2017 6:06 pm

It reminded me of a short story from Azimov, The Feeling Of Power. I suspect that this oddity may have the same cause: that missile may have had a pilot inside.

Fleurghber
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Re: Missiles can talk?

Post by Fleurghber » Mon Oct 16, 2017 1:56 pm

Or perhaps Dark Star, where they're given AI to ensure they do the job properly.

UK_Eliter
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Re: Missiles can talk?

Post by UK_Eliter » Thu Oct 19, 2017 1:39 am

I've seen this sort of thing happen too. An entity is ending up with the wrong AI, or whatever code does the message sending isn't paying enough attention to AIs or ship types. We'd need one of the developers of the core game to say more, I think.

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hoqllnq
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Re: Missiles can talk?

Post by hoqllnq » Wed Nov 15, 2017 5:49 pm

The talking missile was probably piloted by a criminal.

Image

Astrobe
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Re: Missiles can talk?

Post by Astrobe » Wed Nov 15, 2017 7:11 pm

To be honest, this bug is sometimes so hilarious that I wouldn't mind if it were not fixed (for instance, by checking that the entity actually has a pilot, I've seen that property somewhere I think). For instance, I've see Vipers trying to reason with stellar serpents. I would say it's actually a cute bug.

another_commander
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Re: Missiles can talk?

Post by another_commander » Wed Nov 15, 2017 8:03 pm

Is this reproducible in Strict Mode? Are we sure that it is a bug in core related to not checking for piloted entities rather than an OXP that (probably unwillingly) assigns pilots to missiles?

Astrobe
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Re: Missiles can talk?

Post by Astrobe » Fri Nov 17, 2017 4:35 pm

Playing in strict mode isn't exactly appealing and I don't see talking missiles that often. Maybe a script could detect that them and dump enough info to give some clues on where they come from?

gizmo
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Re: Missiles can talk?

Post by gizmo » Sat Nov 18, 2017 6:59 pm

That already happened in the past ...
http://aegidian.org/bb/viewtopic.php?f= ... 45#p242687

another_commander
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Re: Missiles can talk?

Post by another_commander » Sat Nov 18, 2017 7:48 pm

Potential fix (please test, I understand this is not a common occurrence):
File oolite.app\Resources\Scripts\oolite-priorityai.js, function PriorityAIController.prototype.responseComponent_standard_shipAttackerDistracted = function(whom), line 5291:
Change

Code: Select all

if (last != whom)
to

Code: Select all

if (last != whom && this.ship.crew && this.ship.crew.length > 0)

Astrobe
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Re: Missiles can talk?

Post by Astrobe » Sun Nov 19, 2017 3:39 pm

Done.

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