Page 1 of 1

New quest - Pirate hackers

Posted: Sat Nov 27, 2010 6:22 pm
by breese
I have written a script where pirates try to steal your most valuable cargo when you jump to a system.

You must do two things to run the quest. First, copy the attached quest_snatcher.py file to the data/modules/quest directory. Second, add two lines to the data/modules/adventure.py file as shown in attached adventure.py.diff file.

Currently the pirates will attack every time you jump to a system, but that is only to make it easier for you to test the script. Eventually, they should only attack once in a while.

Once you have started the game, do as follows:
  • Make sure that you have some cargo.
  • Jump to another system.
  • Drop your speed to below 200.
  • Fight for your cargo or get out of the way.
Although fully functional, the script still needs tweeking (e.g. sometimes the pirate who should scoop up your cargo seems more interested in attacking you.)

Any comments and suggestions are welcome.

Re: New quest - Pirate hackers

Posted: Sun Nov 28, 2010 3:49 pm
by breese
breese wrote:Currently the pirates will attack every time you jump to a system, but that is only to make it easier for you to test the script. Eventually, they should only attack once in a while.
I just discovered a comparison error that means that the pirates will never attack you.

Use the attached script instead.

Re: New quest - Pirate hackers

Posted: Wed Dec 08, 2010 3:44 am
by klauss
Cool stuff... I'll try to integrate it :D

Re: New quest - Pirate hackers

Posted: Wed Mar 02, 2011 3:52 pm
by breese
Has this been forgotten?

Re: New quest - Pirate hackers

Posted: Wed Mar 02, 2011 5:49 pm
by pyramid
Seems so. I'll take a look.

Re: New quest - Pirate hackers

Posted: Wed Mar 02, 2011 7:23 pm
by pyramid

Code: Select all

Traceback (most recent call last):
  File "/home/software/vegastrike/data/modules/missions/privateer.py", line 34, in Execute
    i.Execute()
  File "/home/software/vegastrike/data/modules/random_encounters.py", line 293, in Execute
    if (self.cur.quests[self.cur.curquest].Execute()):
  File "/home/software/vegastrike/data/modules/quests/quest_snatcher.py", line 132, in Execute
    elif (not self.ExecuteQuest()):
  File "/home/software/vegastrike/data/modules/quests/quest_snatcher.py", line 156, in ExecuteQuest
    self.FirstHackAttempt()
  File "/home/software/vegastrike/data/modules/quests/quest_snatcher.py", line 222, in FirstHackAttempt
    self.SendComputerMessage("Security warning: Unauthorized access attempted by " + unit.getFullName(self.hacker) + ".")
AttributeError: 'module' object has no attribute 'getFullName'
terminate called after throwing an instance of 'boost::python::error_already_set'
Aborted
There is a function getUnitFullName() if it fits the purpose.

*EDIT*

It seems to be working fine with getUnitFullName().
I would only suggest that the same doesn't happen every time you jump or it becomes too repetitive.

You could save a variable for the quest every jump or look at the last execution stardate and make it be reactivated only every 20 jumps or every some interval or so.

Other than that, it is a very funny quest and I'd like to see it integrated soon. :D

Re: New quest - Pirate hackers

Posted: Wed Mar 02, 2011 7:51 pm
by pheonixstorm
i thought i had commited it :oops:

Re: New quest - Pirate hackers

Posted: Wed Mar 02, 2011 7:59 pm
by pyramid
Btw, klauss, can you move this post to Artwork & Content Vetting.

Re: New quest - Pirate hackers

Posted: Wed Mar 02, 2011 8:27 pm
by klauss
breese wrote:Has this been forgotten?
That's why I ask things to be put in the issue tracker lately ;)

Re: New quest - Pirate hackers

Posted: Wed Mar 02, 2011 10:05 pm
by pyramid
That's why I ask things to be put in the issue tracker lately ;)[/quote]

I'm with you. It is a good way to organize oneself. There is a category for feature requests, i.e. integrating new functionality (codewise) or new artistic data.

Thanks for moving this post :wink: