Oolite Bulletins

For information and discussion about Oolite.
It is currently Fri Nov 24, 2017 1:47 am

All times are UTC




Post new topic  Reply to topic  [ 12 posts ] 
Author Message
 Post subject: Missiles can talk?
PostPosted: Sun Oct 15, 2017 3:21 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 21, 2013 12:26 pm
Posts: 551
I saw a missile targeting an offender say "Thank you for your assistance, Galcop Viper".

AFAIK the only OXZ that affects missile AI is my missile modification which is a simple hack of the standard AI with regard to ECM response.


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Sun Oct 15, 2017 4:58 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Thu Jun 20, 2013 10:22 pm
Posts: 1112
Sorry, of no help here but talking missiles?
Hmmm...

Standard missile: "Special Delivery for you!"
Hardened missile: "Go on! ECM me! Drain those energy banks, I dare you!"

_________________
"With our thoughts, we make the world" :-)


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Sun Oct 15, 2017 6:06 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 21, 2013 12:26 pm
Posts: 551
It reminded me of a short story from Azimov, The Feeling Of Power. I suspect that this oddity may have the same cause: that missile may have had a pilot inside.


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Mon Oct 16, 2017 1:56 pm 
Offline
Above Average
Above Average

Joined: Sat Oct 07, 2017 1:24 pm
Posts: 20
Or perhaps Dark Star, where they're given AI to ensure they do the job properly.


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Thu Oct 19, 2017 1:39 am 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 989
Location: Essex (mainly industrial and occasionally anarchic)
I've seen this sort of thing happen too. An entity is ending up with the wrong AI, or whatever code does the message sending isn't paying enough attention to AIs or ship types. We'd need one of the developers of the core game to say more, I think.


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Wed Nov 15, 2017 5:49 pm 
Offline
Commodore
Commodore
User avatar

Joined: Sun Jan 08, 2006 7:32 pm
Posts: 148
The talking missile was probably piloted by a criminal.

Image


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Wed Nov 15, 2017 7:11 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 21, 2013 12:26 pm
Posts: 551
To be honest, this bug is sometimes so hilarious that I wouldn't mind if it were not fixed (for instance, by checking that the entity actually has a pilot, I've seen that property somewhere I think). For instance, I've see Vipers trying to reason with stellar serpents. I would say it's actually a cute bug.


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Wed Nov 15, 2017 8:03 pm 
Offline
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5016
Is this reproducible in Strict Mode? Are we sure that it is a bug in core related to not checking for piloted entities rather than an OXP that (probably unwillingly) assigns pilots to missiles?


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Fri Nov 17, 2017 4:35 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 21, 2013 12:26 pm
Posts: 551
Playing in strict mode isn't exactly appealing and I don't see talking missiles that often. Maybe a script could detect that them and dump enough info to give some clues on where they come from?


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Sat Nov 18, 2017 6:59 pm 
Offline
Deadly
Deadly

Joined: Mon Nov 22, 2010 2:40 pm
Posts: 146
Location: aboard the "Dies Irae"
That already happened in the past ...
http://aegidian.org/bb/viewtopic.php?f= ... 45#p242687


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Sat Nov 18, 2017 7:48 pm 
Offline
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5016
Potential fix (please test, I understand this is not a common occurrence):
File oolite.app\Resources\Scripts\oolite-priorityai.js, function PriorityAIController.prototype.responseComponent_standard_shipAttackerDistracted = function(whom), line 5291:
Change
Code:
if (last != whom)
to
Code:
if (last != whom && this.ship.crew && this.ship.crew.length > 0)


Top
   
 Post subject: Re: Missiles can talk?
PostPosted: Sun Nov 19, 2017 3:39 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 21, 2013 12:26 pm
Posts: 551
Done.


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 12 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 11 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB® Forum Software © phpBB Limited