1.07a Minor issues moving virtual ships between systems

Bug reports for the different beta versions of transcendence.
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giantcabbage
Militia Lieutenant
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Posts: 104
Joined: Thu Apr 07, 2011 9:05 pm

If you create a virtual ship and get it to follow the player between systems there are two minor issues:
First the gate effect is triggered when the virtual ship enters the new system. As a result it appears as if the gate effect occurs twice for the player ship.
Secondly it is necessary to order the virtual ship to hold, otherwise it will leave the (new) system immediately after entering.

Code: Select all

<ShipClass UNID="&msTest;" virtual="true">
	<Events>
		<OnCreate>
		(block Nil
			(dbgOutput (cat "Creating vs " gSource))
			(sysAddObjRecurringTimerEvent 30 gSource "SayHello")
			(shpOrder gSource 'hold)
		)
		</OnCreate>
		<SayHello>
			(plyMessage gplayer (cat "Hello from " gSource))
		</SayHello>
		<OnPlayerLeftSystem>
			'followPlayer
		</OnPlayerLeftSystem>
	</Events>
</ShipClass>
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alterecco
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Location: Previously enslaved by the Iocrym

The reason it leaves is that it has no orders. All ships behave like that. I am not sure if it makes sense that virtual ships don't do that. As for the gating animation i completely agree with you. Would you make a ticket on trac?

Also, may I ask what you are using the virtual ship for? I have used them several times myself in the past for carrying events, but I have always wanted a better solution. Perhaps now that George is going full-time would be a good idea to take it up for discussion again.
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giantcabbage
Militia Lieutenant
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Posts: 104
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Yes - I've been meaning to get my trac account activated for some time now...

Virtual ships do not behave that way initially. It is only after you jump to the second system that the game notices that they have no orders and removes them. Virtual ships do not represent an in-game object so they shouldn't really have a location or be controlled by the ai. I assume the problem is that the OnPlayerLeftSystem event returns an order 'followplayer that starts the ai controller for the ship.

I'm planning to try using virtual ships instead of virtual stations as the basis for the mission framework again http://www.neurohack.com/transcendence/ ... =25&t=4697. The framework uses a virtual station to hold the events and data for each mission. This means the xml/lisp for a mission is relatively simple - almost the same as the missions in the default game but each mission is placed in it's own virtual station. However, missions cannot easily extend over multiple systems (i.e. escort freighter to station XYZ in the next system)
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Ok, I've added these questions to the IRC day etherpad: http://openetherpad.org/g0IgdhdzfA
Also I have noticed the double gating animation before, and agree that it should be eliminated.
Thanks for the great work on the mission framework GiantCabbage! (I'll be using it for Sandbox, ;) )
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