Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 3 of 6      Prev   1   2   3   4   5   6   Next
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,402
Reply with quote  #31 
Quote:
Originally Posted by ryleyra
The way I see it, straight info would be in desc. You would use scan_desc to replace the taunt immunity message, which you probably don't want to do in most cases.


Or you could take advantage of it and write your own taunt immunity fields. It's true that you can't change the taunts on the fly, but you can find creative ways for Science to discover the taunt immunities. I did this in some of my Armada scripts. You can see it in "The Hexaplex Vortex" where I needed scan_desc to reveal which ships were Hexaplex Enabled. Here are some of the scan_desc fields from that script:

  • WARNING! This captain is duplicitous! Her father is long dead. Her ship is upgraded and HEXAPLEX ENABLED.
  • This exceptional captain does not respond to taunts about his ship's appearance. The ship is upgraded with Warp, Drones, Teleport, and anti-torp. HEXAPLEX ENABLED.
  • The captain is exceptional, and will not react to taunts about her ship's condition. Her ship is upgraded and HEXAPLEX ENABLED.
  • The captain is noted for bravery, and has no interest in human opinions of hygiene. His ship is overpowered and HEXAPLEX ENABLED.
  • The captain is brave, but her father died years ago. Her ship is overpowered with Warp, Drones, Teleport, and anti-torp. HEXAPLEX ENABLED.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Fish Evans

Registered:
Posts: 361
Reply with quote  #32 
BUG (unconfirmed)
In Pria versions Damage to the ships systems has spread from the angle of attack ie if beeing attacked form the starboard the starboard systems would be damaged first and progress across the ship. its currently apepareas that damage starts at the center of the ship reguarldelss and works its way out.
HexCode

Avatar / Picture

Registered:
Posts: 35
Reply with quote  #33 
Fish, I think I can confirm that bug, or at least second it. I didn't recognize it as an issue at the time, but I was playing Artemis last night and noticed that behaviour.
__________________
Lieutenant, Science Division - TSN Gungnir JN-001
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,402
Reply with quote  #34 
Quote:
Originally Posted by Fish Evans
BUG (unconfirmed)
In Pria versions Damage to the ships systems has spread from the angle of attack ie if beeing attacked form the starboard the starboard systems would be damaged first and progress across the ship. its currently apepareas that damage starts at the center of the ship reguarldelss and works its way out.


We observed this on my bridge over the weekend.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
LawsonThompson

Registered:
Posts: 623
Reply with quote  #35 
Quote:
Originally Posted by LawsonThompson


I have seen this happen pretty quickly: if you don't have Helm and Weapons connected and only connect fighters, the server will die in short order, even if you don't activate the AI mode.

Not that you'd ever play with this configuration of course! But donning my security hat, "A crash is the first step in an exploit. Control a crash, pwn the system."

The server and fighter were running Windows 10, for what it's worth.


This might have been due to the Artemis DMX Tools: there was a patch recently to fix fighter status packet handling. I'll check to see what version I have.

Ref: http://www.armidalesoftware.com/Artemis/ChangeLog.htm

__________________
----
Visit us at http://www.ltebridge.com
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,955
Reply with quote  #36 
Quote:
Originally Posted by LawsonThompson


This might have been due to the Artemis DMX Tools: there was a patch recently to fix fighter status packet handling. I'll check to see what version I have.

Ref: http://www.armidalesoftware.com/Artemis/ChangeLog.htm

Please verify without any 3rd party programs running. This thread is for bugs and issues with Artemis 2.6.0 only.
__________________
Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
U.E. Admiral

Registered:
Posts: 51
Reply with quote  #37 
I have also observed that damage from incoming fire starts at the center of the ship and propagates outward.
__________________
"Maths is not one of Artemis' strengths" -- Lt. Jr. Starry "Heat Wizard" Wisdom, R&D Dept. Terran Stellar Navy
Fish Evans

Registered:
Posts: 361
Reply with quote  #38 
BUG
the Angle in the Create staement is ignored and a random value substituted, dosent matter if angel is defiend in raideon or degrees a random value is always substitued.

Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,402
Reply with quote  #39 
Quote:
Originally Posted by Fish Evans
BUG
the Angle in the Create staement is ignored and a random value substituted, dosent matter if angel is defiend in raideon or degrees a random value is always substitued.



Can you be more specific, Fish? Are you referring to player ships, AI ships, stations, monsters, generic objects, anomalies, or some other named objects?

My experience is that player ships still spawn facing the direction specified in the angle parameter.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
ryleyra

Registered:
Posts: 2,997
Reply with quote  #40 
I just tested the create command, using both my version of the Module_3_bases mission and the stock version. By using my edited version I was able to confirm it for all enemy ships, all allied ships, and the BioMechs. By testing Artemis 2.4 and 2.3 I was able to confirm that this bug was introduced in 2.4. It isn't present in 2.3.

Basically, creating a new AI ship appears to set it to a random angle between 0 and 90 degrees, if the angle given is 90 degrees. I did not test with other angles, so I don't know if this is constant for all angles or the angle is set between 0 and the value given. I suppose I could quickly check this by setting the angle at creation time to 0.

I have a function in my modified Module_3_bases mission that sets angle after the object is created and it works just fine, although the angle must be specified in radians, not degrees. For now, a workaround is to create the object and then set the angle separately.

I was not able to test monsters or stations because they appear identical on the Science screen no matter what angle they are set to, and I could not test generic meshes because there's no create command defined for them in either Module_3_bases. (I could test this if necessary) As far as I know, setting the angle of an anomaly or other named objects such as black holes have no effect on their appearance on any screen.

Intriguingly, I used my set angle command on a Wreck and its appearance did not change on the Science screen. I assume this simply means that the Wreck icon is not like a ship silhouette and is not rotated to match the actual angle, but I'll note that on the Mainscreen the Wreck is slowly rotating, so angle may mean nothing to it.

I did not test player ship angle, but a player ship spawned with no angle set (as in Module_3_bases) will appear pointing to 0 degrees every time.

EDIT: I changed the starting angle for AI ships to 0 and for the player ship to 90. The player ship was created facing east as expected. After additional testing, I think I have determined that AI ships are created with a facing towards the center of the sector. Ships at the bottom face up, ships to the left face right, those right face left, and so on.
Fish Evans

Registered:
Posts: 361
Reply with quote  #41 
BUG

the science next target button will find targets even if the enemy is out of sensor range, displaying information and alllowing scanning of target and range bearing infomation to be gained - rather annoying for some search missions!
Fish Evans

Registered:
Posts: 361
Reply with quote  #42 
Quote:
Originally Posted by Mike Substelny


Can you be more specific, Fish? Are you referring to player ships, AI ships, stations, monsters, generic objects, anomalies, or some other named objects?

My experience is that player ships still spawn facing the direction specified in the angle parameter.


so further testing:

Player Ships Spawn at the Correct Angle expressed in Degrees (0-360)

AI Ships Spawn at a Random Angle ignoring anything set (Degrees or Radians)

Generic Meshes Spawn at the same angle reguardless of anything set in the create command.

Stations - rotate anyway (boo hiss!)

Monsters I cant get to sit still long enough for testing.


There is clearly somethign screwy as we are getting (at least) 3 differnt behaviours based on what is spawning.
ryleyra

Registered:
Posts: 2,997
Reply with quote  #43 
Quote:
Originally Posted by Fish Evans
BUG

the science next target button will find targets even if the enemy is out of sensor range, displaying information and alllowing scanning of target and range bearing infomation to be gained - rather annoying for some search missions!


Ooo, that's a bad one. Does the cursor select "nothing", or does the out of sensor range target appear when selected?

Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,402
Reply with quote  #44 
Quote:
Originally Posted by ryleyra


Ooo, that's a bad one. Does the cursor select "nothing", or does the out of sensor range target appear when selected?



Come to think of it, at Armada III the canonical crew ran into this while playing "Here There Be Monsters." They managed to find the main pirate ship even though it was far away and hidden in a nebula. Once they had it, they could always tell its position. That was very annoying.

In fact, this might be the bug that screwed up the LARP mission, which involved a search for a ship that was supposed to remain hidden for at least 30 minutes. No matter what I did, the players were easily able to find the hidden ship within one minute. I never understood how they did it.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Admiral Legasse

Registered:
Posts: 28
Reply with quote  #45 
Quote:
Originally Posted by Mike Substelny


Come to think of it, at Armada III the canonical crew ran into this while playing "Here There Be Monsters." They managed to find the main pirate ship even though it was far away and hidden in a nebula. Once they had it, they could always tell its position. That was very annoying.

In fact, this might be the bug that screwed up the LARP mission, which involved a search for a ship that was supposed to remain hidden for at least 30 minutes. No matter what I did, the players were easily able to find the hidden ship within one minute. I never understood how they did it.


One possible workaround for future events would be to create an event that triggers when the players move within a pre-defined region of the map, then spawn the "hidden" vessel as part of the script.  Adding a timer would further guarantee you'd avoid it being "discovered" early.  I'm pretty sure that was basically how the nebula of monsters worked in "Mission to Hell," if I'm not mistaken. 
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.