Communications Pack A

Discussion and information relevant to creating special missions, new ships, skins etc.

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Lone_Wolf
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Re: Communications Pack A

Post by Lone_Wolf » Mon Sep 21, 2015 2:58 pm

Code: Select all

16:48:23.896 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Oolite Assassin AI 1.82): Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
16:48:23.896 [script.javaScript.warning.ooliteDefined]:       /usr/share/oolite/Resources/Scripts/oolite-priorityai.js, line 388.
16:48:23.896 [script.javaScript.stackTrace]:  0 (oolite-priorityai.js:388) <anonymous function>
16:48:23.896 [script.javaScript.stackTrace]:     this: {...}
16:48:23.896 [script.javaScript.stackTrace]:     priority: 4
16:48:23.896 [script.javaScript.stackTrace]:     params: {...}
16:48:23.896 [script.javaScript.stackTrace]:     key: "oolite_firedMissile"
16:48:23.896 [script.javaScript.stackTrace]:     message: undefined
16:48:23.897 [script.javaScript.stackTrace]:     template: "[commsPackA_enforcer_firedMissile]"
16:48:23.897 [script.javaScript.stackTrace]:     recv: 60.25787353515625
16:48:23.897 [script.javaScript.stackTrace]:     send: 140.5555419921875
16:48:23.897 [script.javaScript.stackTrace]:  1 (oolite-priorityai.js:5517) <anonymous function>
16:48:23.897 [script.javaScript.stackTrace]:     this: {...}
16:48:23.897 [script.javaScript.stackTrace]:     target: [PlayerShip "Fer-de-Lance 3G+(t)" position: (8154.67, -44800, -26765.5) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT]
16:48:23.897 [script.javaScript.stackTrace]:     missile: [Ship "ECM Hardened Missile" position: (7361.88, -42467.4, -23354) scanClass: CLASS_MISSILE status: STATUS_IN_FLIGHT]
16:48:23.899 [strings.expand.warning.unknownExpansion]: ----- WARNING: Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
Could be the same error as 2 posts back.
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Fritz
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Re: Communications Pack A

Post by Fritz » Sat Sep 26, 2015 10:40 pm

Today a hardened missile (very probably the one I had just fired) thanked me for finally helping. :) It was during a dogfight with around 10 ships involved, so it will be difficult to reproduce. I just wanted to mention it.
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"

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Amah
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Re: Communications Pack A

Post by Amah » Sun Sep 27, 2015 7:32 am

Amah

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Diziet Sma
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Re: Communications Pack A

Post by Diziet Sma » Sun Sep 27, 2015 10:09 am

Amah wrote:Bomb #20 ?
Heh..

"Let there be light."
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: Communications Pack A

Post by Fritz » Sun Sep 27, 2015 8:09 pm

Hm. To be honest, I'm not sure if the missile did explode eventually... :roll:
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"

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Re: Communications Pack A

Post by Fritz » Wed Sep 30, 2015 8:16 pm

It happened again. It was after firing a standard missile after somebody fired a missile at me (I had lost my ECM and my aft shield wasn't in very good shape). It worked, but I don't know if the strange message came in the moment of ECM activation or shortly before.
Image
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"

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Re: Communications Pack A

Post by Fritz » Wed Sep 30, 2015 8:35 pm

Some more information: It was my missile talking (3621), but there were two other missiles (18226 and 26998) involved. The message came before anybody used ECM.

Excerpt from the log file:

Code: Select all

20:14:12.976 [LogEvents]: Player attacked Cobra Mark III 9208 who has 164 energy
20:14:14.062 [LogEvents]: Player attacked with Missile from Cobra Mark III 9208
20:14:14.193 [LogEvents]: Missile 18226 from Cobra Mark III 9208 spawned at 3 km
...
...
20:14:16.947 [LogEvents]: Player fired missile Missile to Cobra Mark III 9208
20:14:16.996 [LogEvents]: Player attacked unsuccessfully by Cobra Mark III 9208
20:14:17.079 [LogEvents]: Missile 3621 from Python 14264 spawned at 0 km                    // comment: Python 14264 is my ship
...
...
20:14:17.898 [LogEvents]: Player attacked with Missile from Cobra Mark III 9208
20:14:17.980 [LogEvents]: Player attacked by Cobra Mark III 9208 384+171 shield and 446 energy left
20:14:17.981 [LogEvents]: Player taking shield damage from Cobra Mark III 9208 384+165 shield and 446 energy left
20:14:18.013 [LogEvents]: Missile 26998 from Cobra Mark III 9208 spawned at 4 km
20:14:18.347 [LogEvents]: Player got message from Cobra Mark III 9208 : I can't take much more of this…
20:14:18.420 [LogEvents]: Player got message from Missile 3621 : Oh thank you, Polaris! Help at last!
...
...
20:14:19.416 [LogEvents]: Player taking shield damage from Cobra Mark III 13443 384+92 shield and 443 energy left
20:14:19.498 [LogEvents]: Player hit by ECM, 3 remaining
...
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"

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Re: Communications Pack A

Post by Anonymissimus » Mon Oct 05, 2015 7:43 pm

NPCs with escort role, such as the sabres accompanying the dredgers, seem to emit a few certain types of messages while nothing particular happens, such as
"Now this is my sort of trip." Everyone, me, the dredger and the escorts are just sitting there on the same spot waiting for the wreck to finally dock without anything else happening. It would be fun to have several messages that articulate the boredom of uneventful escort work here, analog to the docking queue ones. Also for trader escorts, as long as they are just travelling without events, or generally escorts.
"Makes me wish for some pirates even."
"I've had more interesting trips."
"Time for a nap while I wait then."
warning sound if a missile is inbound: Missile warning

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Re: Communications Pack A

Post by gizmo » Sat Dec 05, 2015 12:14 pm

Another case of talking missiles - I did not launch them.

Image

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Re: Communications Pack A

Post by ocz » Sat Dec 05, 2015 1:02 pm

Offtopic: A polite missile bug. Maybe it's a feature. I'm in favour all missiles should be outfitted with with additional sensors and radio transmitters. Imaging a stinger on its way and nearly shot down by anti-air flac. But than that flac gets destroyed by an allied fire, the missile noticed what happened and broadcasts a cheerful, "Thank you for your assi"*BOOOOM*. The could also transmit an acknowledgement if a target was hit.
"Mission accomplished by X4000a-GI6G4."
"Congratulations X4000a-GI6G4."
"X4000a-GI6G4 always bragged about surely being the fastest"
"But we're all X4000as."
"Stupid X4000a-GI6G4. That was my target!"
"Shut up X4000a-GI6F3. It was the target of us ALL!!!"

Maybe soldiers will get so annoyed about the radio chatter, that they'll stop all wars for good.

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Re: Communications Pack A

Post by Smivs » Sat Dec 05, 2015 2:04 pm

Well, this is the future, so smart weapons would be the norm.
And what's wrong with having polite weapons as well? Maybe it's a GalCop policy to improve the image of spacing. You know, all those course and vulgar pirates are really lowering the tone of space, aren't they. So polite weapons redress the balance a bit. Indeed they could go further.
"I am very sorry, but I am about to kill you. I apologise for any inconvenience that this may cause, and thank you for your co-operation in this matter." KABOOM!
Commander Smivs, the friendliest Gourd this side of Riedquat.

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Re: Communications Pack A

Post by ocz » Sat Dec 05, 2015 2:23 pm

OMG, what are we doing? I smell an upcoming OXP.

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Re: Communications Pack A

Post by Cody » Sat Aug 27, 2016 6:16 pm

Code: Select all

18:41:50.724 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (Oolite Assassin AI 1.85): Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
18:41:50.724 [script.javaScript.warning.ooliteDefined]:       Resources/Scripts/oolite-priorityai.js, line 388.
18:41:50.724 [script.javaScript.stackTrace]:  0 (oolite-priorityai.js:388) <anonymous function>
18:41:50.724 [script.javaScript.stackTrace]:     this: {...}
18:41:50.724 [script.javaScript.stackTrace]:     priority: 4
18:41:50.724 [script.javaScript.stackTrace]:     params: {...}
18:41:50.724 [script.javaScript.stackTrace]:     key: "oolite_firedMissile"
18:41:50.724 [script.javaScript.stackTrace]:     message: undefined
18:41:50.724 [script.javaScript.stackTrace]:     template: "[commsPackA_enforcer_firedMissile]"
18:41:50.724 [script.javaScript.stackTrace]:     recv: 181218937235.45892
18:41:50.724 [script.javaScript.stackTrace]:     send: 181218937235.45892
18:41:50.724 [script.javaScript.stackTrace]:  1 (oolite-priorityai.js:5524) <anonymous function>
18:41:50.724 [script.javaScript.stackTrace]:     this: {...}
18:41:50.724 [script.javaScript.stackTrace]:     target: [Ship "Adder" position: (-12814.9, -4019.33, 6397.55) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT]
18:41:50.724 [script.javaScript.stackTrace]:     missile: [Ship "Missile" position: (6492.38, -11946.1, -4217.54) scanClass: CLASS_MISSILE status: STATUS_IN_FLIGHT]
18:41:50.724 [strings.expand.warning.unknownExpansion]: ----- WARNING: Unknown expansion key [commsPackA_enforcer_firedMissile] in string.
Image here. I see the various log errors often enough, but not the on-screen stuff.


Hmm... now the forum formatting has gone awry.
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Re: Communications Pack A

Post by Keeper » Sun Aug 28, 2016 11:10 pm

Smivs wrote:Well, this is the future, so smart weapons would be the norm.
And what's wrong with having polite weapons as well? Maybe it's a GalCop policy to improve the image of spacing. You know, all those course and vulgar pirates are really lowering the tone of space, aren't they. So polite weapons redress the balance a bit. Indeed they could go further.
"I am very sorry, but I am about to kill you. I apologise for any inconvenience that this may cause, and thank you for your co-operation in this matter." KABOOM!
I'm reminded of a scene from the John Carpenter's sci-fi classic "Dark Star":
https://www.youtube.com/watch?v=qjGRySVyTDk

Having an argument with a bomb's AI.

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Re: Communications Pack A

Post by phkb » Mon Aug 29, 2016 12:25 am

I got a small patch for this error. In a "descriptions.plist" file plonk the following:

Code: Select all

{
	"commsPackA_rebel_startHelping" = ("I hear you. Targeting the [oolite_entityClass] now!","Surrender, [oolite_entityName]. You're outgunned!","I'm on him!","Target acquired!","[commsPackA_rebel_beginningAttack]","Flee, [commsPackA_rebelinsult]!");
	"commsPackA_enforcer_firedMissile" = ("[commsPackA_mercenary_firedMissile]");
}
That should eliminate the log file errors.

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