[WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)

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

Moderators: winston, another_commander

Post Reply
Rustem
Deadly
Deadly
Posts: 166
Joined: Mon May 25, 2015 5:23 pm
Location: Russia

[WIP] Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by Rustem » Thu Dec 28, 2017 7:26 am

"... The Q-bomb was banned across Galcop, Federation and Imperial space...". This is quote from [EliteWiki] Quirium Cascade Mine.

Why the NPC-ships not can activated Q-Bomb?

I am developed the upgrade Q-Bomb AI for fixed this issue.

Let me know if I've missed anything about bombs, or if something doesn't make sense.

Questions, comments, suggestions, and error reports welcome!

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Upgrade the Q-bomb AI as OXP:
You can download this OXP from the following links:
Download OXZ version 0.2 here: OXZ.
Download OXP (in zip) version 0.2 here: OXP.
Last edited by Rustem on Thu Jan 18, 2018 11:51 am, edited 3 times in total.

User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6310
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by Diziet Sma » Thu Dec 28, 2017 11:09 am

Rustem wrote:
Thu Dec 28, 2017 7:26 am
Why the NPC-ships not can activated Q-Bomb?

Certainly NPC ships in some OXPs can use Q-Bombs.. the more dangerous marks in Random Hits carry them as a last-ditch defence or from-the-grave revenge attack. That particular tactic was a big part of the reason I came up with the Q-Bomb Detector.

I vaguely seem to recall some past discussion about the pros and cons of NPC use of WMDs. NPC use of Q-Bombs may have been downgraded as a result of that discussion.. but I'm not sure of that.
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

Rustem
Deadly
Deadly
Posts: 166
Joined: Mon May 25, 2015 5:23 pm
Location: Russia

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by Rustem » Thu Dec 28, 2017 2:35 pm

Upgrade Q-bomb AI OXP is released. It is worked for player, NPC-ships and rock-hermits. It is the beta release. Links in the first message.

User avatar
montana05
Deadly
Deadly
Posts: 244
Joined: Mon May 30, 2016 3:54 am

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by montana05 » Sat Jan 20, 2018 12:24 pm

Rustem wrote:
Thu Dec 28, 2017 2:35 pm
Upgrade Q-bomb AI OXP is released. It is worked for player, NPC-ships and rock-hermits. It is the beta release. Links in the first message.
Sorry Rustem,
I had some test-runs today, the result was nicely flowing bombs and your log but no explosions.

This simple AI is actually working pretty well:

{
GLOBAL =
{
//ENTER = ("commsMessageByUnpiloted: [CWC_explosion_01]", "pauseAI: 5.0");
ENTER = ("pauseAI: 5.0");
UPDATE = ("setStateTo: DETONATE");
};

DETONATE =
{
ENTER = (becomeEnergyBlast);
};
}
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

Rustem
Deadly
Deadly
Posts: 166
Joined: Mon May 25, 2015 5:23 pm
Location: Russia

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by Rustem » Sat Jan 20, 2018 3:11 pm

montana05 wrote:
Sat Jan 20, 2018 12:24 pm
Rustem wrote:
Thu Dec 28, 2017 2:35 pm
Upgrade Q-bomb AI OXP is released. It is worked for player, NPC-ships and rock-hermits. It is the beta release. Links in the first message.
Sorry Rustem,
I had some test-runs today, the result was nicely flowing bombs and your log but no explosions.
In which version of the Oolite your testing? The NPC have been launch Q-bomb and no explosions?

This pack is upgrade for JavaScript AI.

User avatar
montana05
Deadly
Deadly
Posts: 244
Joined: Mon May 30, 2016 3:54 am

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by montana05 » Sun Jan 21, 2018 7:41 am

Rustem wrote:
Sat Jan 20, 2018 3:11 pm
montana05 wrote:
Sat Jan 20, 2018 12:24 pm
Rustem wrote:
Thu Dec 28, 2017 2:35 pm
Upgrade Q-bomb AI OXP is released. It is worked for player, NPC-ships and rock-hermits. It is the beta release. Links in the first message.
Sorry Rustem,
I had some test-runs today, the result was nicely flowing bombs and your log but no explosions.
In which version of the Oolite your testing? The NPC have been launch Q-bomb and no explosions?

This pack is upgrade for JavaScript AI.
I am testing in Oolite version 1.86 (x86-64) under Windows. After I replaced the AI with your JS version the Q-bombs got spawned (I am using a script) but refused to explode. In the log I got your message: [Oolite Q-bomb AI]: Q-bomb - shipSpawned by ( null | player | spawnOne | system.addShips ).

You are very welcome to have a look by yourself at https://app.box.com/s/locs6adgq2kav1ct4v75opxhd91uuuua but please keep in mind its a WIP, currently mainly used for testing for other modules.
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

Rustem
Deadly
Deadly
Posts: 166
Joined: Mon May 25, 2015 5:23 pm
Location: Russia

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by Rustem » Sun Jan 21, 2018 2:25 pm

montana05 wrote:
Sun Jan 21, 2018 7:41 am
...
In the log I got your message: [Oolite Q-bomb AI]: Q-bomb - shipSpawned by ( null | player | spawnOne | system.addShips ).
...
This version Q-bomb has safe mode spawning. It will activated if it:
- has owner;
- has order from owner for its activation via AIScript.shipWasDumped().

For example for your ship scripts should be:

Code: Select all

this.shipDied = function(who,why)
{
	...
	var reactor = system.addShips("EQ_CWC_Q_MINE", 1, this.ship.position);
        reactor[0].AIScript.shipWasDumped();
	reactor = system.addShips("EQ_CWC_Q_MINE", 2, this.ship.position);
        reactor.forEach(function(ship) {ship.AIScript.shipWasDumped();}, this);
        ...
}
Also working template code from Spicy hermits OXP:

Code: Select all

	var qbomb = ship.spawnOne("energy-bomb");
	qbomb.AIScript.shipWasDumped();  

User avatar
montana05
Deadly
Deadly
Posts: 244
Joined: Mon May 30, 2016 3:54 am

Re: (WIP) Upgrade Mines (Q-bomb, Armoury OXP and etc.)

Post by montana05 » Tue Jan 23, 2018 11:51 pm

Rustem wrote:
Sun Jan 21, 2018 2:25 pm
This version Q-bomb has safe mode spawning. It will activated if it:
I obviously missed that, thank you Rustem. As soon as I got my new PSU I will run some new tests.
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

Post Reply