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ryleyra

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Reply with quote  #76 
Quote:
Originally Posted by Mike Substelny

FWIW in our discussion we concluded that logically the age must be specified at the moment the script spawns the monster. Age is not an object property that can be changed on the fly. If you want to turn a young Dragon into a mature Dragon you must destroy one and spawn the other.


Actually, that does make sense, as age determines a monster's health. So either changing the age would have to also modify the age (which would probably take a command and not just set_object_property) or it would have to be an argument that can only be specified at creation time.

I do think it might be helpful to have a property that exposes the monster's health. Again, it could be a command, but a property seems simpler. That's really the only unexposed property a monster has, though, along with maybe topSpeed and turning variables.

ryleyra

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Reply with quote  #77 
Here's an interesting one I just found. I'm not sure if this has always been the case, or it was introduced in 2.7 or another recent release:

ISSUE:

If using randomIntLow and randomIntHigh to generate a random number with set_variable, the result is unpredictable if randomIntLow=randomIntHigh. In other words, if you are generating a random number from 1 to x, where x is 1 or more than 1, you have to test for the x=1 case separately and assign it with <set_variable value="1" />.
LawsonThompson

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Reply with quote  #78 
File this under "Cosmetic, but quirky enough to mess up my script": At mission restart, Weapons torpedo type selector is set to the last torpedo type selected in the previous mission, rather than defaulting to "Torpedo". 

Is there a scripting command to pick a torpedo type for override?

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LawsonThompson

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Reply with quote  #79 
Popup messages sent to Comms don't show up at Comms. In my current project, it pops up on Science instead.


<warning_popup_message message="HINT: Watch for new buttons on the left column. Tap Start Diagnostics." consoles="C" name="Artemis" />


Can Comms accept popups?

I have the artemis.ini setting correct too:


; SETTING:  showScrnPopups
; USE: when set to 0, this machine will NOT show the lower-right popup messages
; ACCEPTABLE: 0 or 1, 0 means don't show the lower-right popup messages
showScrnPopups=1

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ryleyra

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Reply with quote  #80 
I'm going to call this a bug, because it is a change from 2.6 and earlier. I assume it wasn't intentional.

BUG:

Intel, or scan_desc (second scan) no longer shows up on neutral ships. I can understand the taunt immunity being unimportant on neutral ships, but the ship and captain type is a valuable thing for Science to know, and scan_desc is obviously important in scripts.

And another, that's apparently always been an issue:

There is no long_desc for the Transport. I would suggest "An unarmed cargo transport, larger and slower than the standard bulk freighter." I also considered that it might be a troop transport, but it has the same hailtext as the Bulk Cargo.



ryleyra

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Reply with quote  #81 
Quote:
Originally Posted by LawsonThompson
Popup messages sent to Comms don't show up at Comms. In my current project, it pops up on Science instead.

 <warning_popup_message message="HINT: Watch for new buttons on the left column. Tap Start Diagnostics." consoles="C" name="Artemis" /> 



I tested this in my Sandbox script and I was able to make it work just fine. It is possible the name="Artemis" changes something, as I wasn't using that attribute. (And in a second test it didn't seem as if the name= attribute does anything)

Note, however, that I opened a separate instance of the app for Comms. If you're running multiple consoles in a tab, that will complicate the warning_popup_message. In effect, a popup for ANY of the visible tabs will display on ALL of them. If you have Comms and Science selected and expected the popup to only be visible on Comms, you would not have seen that.

You can run as many instances on the same computer as you want, but if you're testing popups they have to be in separate instances. You're making me consider if the popups are the best way to display Comms messages, or if I should change the button text. That way, the player won't miss the message if he has popups turned off.

I'll add that an undocumented feature is that "F" can be used to display popups on the Fighter console.

LawsonThompson

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Reply with quote  #82 
Quote:
Originally Posted by ryleyra


I tested this in my Sandbox script and I was able to make it work just fine. It is possible the name="Artemis" changes something, as I wasn't using that attribute. (And in a second test it didn't seem as if the name= attribute does anything)

Note, however, that I opened a separate instance of the app for Comms. If you're running multiple consoles in a tab, that will complicate the warning_popup_message. In effect, a popup for ANY of the visible tabs will display on ALL of them. If you have Comms and Science selected and expected the popup to only be visible on Comms, you would not have seen that.



If I'm seeing this right... name="Artemis" is causing popups to appear on multiples stations on the Artemis.

I have an example script which shows popups specific to Comms on Artemis, appearing on Science.

Load the script, set the ship type to Dreadnaught, then connect Comms and Science in separate instances and watch what happens.

It appears the ship name setting causes a popup to appear on every station on the ship, EXCEPT the station specified. Weird.

 
Attached Files
zip MISS_Popup_Test.zip (2.60 KB, 0 views)


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ryleyra

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Reply with quote  #83 
Quote:
Originally Posted by LawsonThompson

It appears the ship name setting causes a popup to appear on every station on the ship, EXCEPT the station specified. Weird.


This would match my testing. I was testing Science and Comms in the same window, but that was because I wanted to make sure messages would NOT show up on Intrepid, so that was in the second window. I did notice the message showing up on the main screen (server) however, so this seems consistent with what I saw.

I'll also note the message was truncated to the first line on the main screen. My message to Comms was much longer than that, but I only got the first line on the server. I got the whole message on the Artemis client, so I figure I was getting it because I had a tab other than Comms.

I'll note that according to the wiki, name="Artemis" is the ONLY value that works in this way, and it can't be used with any other value. Since it's unreliable, I would not suggest using it. If you do want to use it to send popups to Artemis, use "O" for the console. That way everyone will get it. EDIT: Actually you should be able to set consoles="MHWESOF" if you want it to appear only on Comms.

I'll note that Comms buttons appear on all ships on the same side anyway, so if you're sending a popup message that's associated with a Comms button you wouldn't want it to appear only to the first ship anyway.

ryleyra

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Reply with quote  #84 
Okay, I've done some more testing. It turns out that if the name="Artemis" attribute is set on warning_popup_message, the message is directed to Mainscreen and Science no matter the value of "consoles". In other words, it didn't matter what console LawsonThompson intended to send the message to, it would only have shown up on Science and Mainscreen.

That means my idea to reverse the test wouldn't have worked. It isn't every console but the one not selected, it is Mainscreen and Science. I have not checked if a Mainscreen console would act differently than the server.

I also found I could use "Artemis1" as the name if I named the player ship "Artemis1" in the create command. I was unable to specify the second player ship no matter what I did. I created a second ship and named it "Intrepid1" but that did not work. I also found I had to specify player_slot in order to properly create the second player ship. Just giving it the name caused it to be created, but the game created a third ship when I tried to log in.

JordanLongstaff

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Reply with quote  #85 
BUG
I just played a game where a piranha was mislabelled as a Typhon. It had the label Typhon, the intel of a Typhon describing it as indestructible, but it looked like a piranha, it was moving around like a piranha and I defeated it easily with beams.
Mike Substelny

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Reply with quote  #86 
Quote:
Originally Posted by JordanLongstaff
BUG
I just played a game where a piranha was mislabelled as a Typhon. It had the label Typhon, the intel of a Typhon describing it as indestructible, but it looked like a piranha, it was moving around like a piranha and I defeated it easily with beams.


That's a funny bug. I can imagine a Science Officer being court martialed over it!

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ryleyra

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Reply with quote  #87 
This bug has been reported several times in the Mission Scripting forum, but I've tested it and I believe I know what is happening:

BUG:

Monster AI cannot be programmed. If any command is added to the brain stack, it will be changed to PLAY_IN_ASTEROIDS. So you end up with a stack with nothing but copies of PLAY_IN_ASTEROIDS.

Monsters are normal when created, this only occurs in response to the add_ai command.
ryleyra

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Reply with quote  #88 
Here's one that isn't major, but messes up a new Pirate feature:

The rescue mission involving a ship carrying contraband does not appear to set the destination for the ship correctly. It will just slowly circle around in a spot in an empty portion of the sector. Presumably, it is intended to be heading for a base station, but it will never get near any stations.
JordanLongstaff

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Reply with quote  #89 
Quote:
Originally Posted by ryleyra
The rescue mission involving a ship carrying contraband does not appear to set the destination for the ship correctly. It will just slowly circle around in a spot in an empty portion of the sector. Presumably, it is intended to be heading for a base station, but it will never get near any stations.


This seems to go further than simply that rescue mission. There are some types of ally ships that can't be redirected at all no matter what you tell them, even if they say they are responding to orders, and other types of ally ships sometimes deviate from their given target. For example, I once told a destroyer to go defend a ship on the other side of the map, but it went out its way to attack a BioMech.
ryleyra

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Reply with quote  #90 
Quote:
Originally Posted by JordanLongstaff

This seems to go further than simply that rescue mission. There are some types of ally ships that can't be redirected at all no matter what you tell them, even if they say they are responding to orders, and other types of ally ships sometimes deviate from their given target. For example, I once told a destroyer to go defend a ship on the other side of the map, but it went out its way to attack a BioMech.


I believe the command CHASE_ANGER is lower in the brain stack for friendly warships than FOLLOW_COMMS_ORDERS. Which means if that BioMech attacked the Destroyer, it would have ignored your orders and defended itself.

In the case above, there are no other commands, and there is nothing around to attract the transport's attention. It is just flying around in circles around the point indicated by POINT_THROTTLE.

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