Discussion and information relevant to creating special missions, new ships, skins etc.
Moderators: winston, another_commander
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Rustem
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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
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.
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Diziet Sma
- ---- E L I T E ----

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- Location: Aboard the Pitviper S.E. "Blackwidow"
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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
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Rustem
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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.
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montana05
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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

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Rustem
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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.
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montana05
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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

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Rustem
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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();
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montana05
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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
