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IDProjectCategoryView StatusLast Update
0001651FSSCPtablespublic2012-12-08 20:11
ReporterGalemp Assigned ToThe_E  
PrioritynormalSeverityminorReproducibilityalways
Status closedResolutionwon't fix 
Product Version3.6.9 
Summary0001651: "Swarm" no longer working on primaries
DescriptionAs noted here: http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Swarm:

Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for 'burst fire weapons'.

This feature appears to be broken.
TagsNo tags attached.

Activities

asyikarea51

2008-04-08 11:14

reporter   ~0009203

Not certain if I put my $Swarm: entry correctly in my primary weapon (First try I put it under $Lifetime, realised it was in the wrong place, canceled, then put it below $Energy Consumed), but I can verify this.

Selecting OK to "break into debugger" (yeah right) only causes the rest of the weapons table to not load at all, making the primaries list cut off and the secondaries nonexistent.

Though I wonder why it screws up single part turrets and why can't that be fixed, but that's going out of point already.

Galemp

2008-04-08 14:52

reporter   ~0009204

As an alternative to fixing this, we could explode the $Shots: field to include a +Delay: parameter. This would actually have better compatibility with the 'cycle' weapon flag that Backslash was working on, and work with all kinds of turrets too. The only discrepancy then is whether it plays one sound effect for each burst (shots-style) or one for each bolt (swarm-style.)

Backslash

2008-04-09 00:10

developer   ~0009209

Not as easy as it sounds ;-)

The code for firing just fires and then sets which point is supposed to fire next. Swarm uses a separate routine. Implementing a +Delay type thing for primaries would basically be redoing the already existing Swarm code. I think I should just see if I can fix the Swarm problem.

So uh... when did it work? From what I see in the code it never has for primaries. I think I can fix this though.

Galemp

2008-04-09 00:20

reporter   ~0009210

I don't know that it ever worked, but the Wiki note has been in there since a Nov. '05 edit by an anonymous user.

http://www.hard-light.net/wiki/index.php?title=Weapons.tbl&oldid=687

If +Delay would redo the existing swarm code, maybe we should just marry the two into one system and dispense with $Shots: entirely.

Backslash

2008-04-09 23:56

developer   ~0009211

Well $Shots is still good for simultaneous shots combined with cycle, so I'm leaving that alone.

But good zark, this is turning out to be way bigger than a simple fix. I'm now fairly certain it never worked for primaries. Unless the swarm turret code turns out to be easily adaptable to this, it's going to be quite a project. (Main reason is the differences between primaries and secondaries, like how you can't be firing multiple secondary banks at once unlike primaries.) But I definitely want this to work.

Maybe I'll try starting with the turrets first. Anybody know what exactly is meant by 'causes single part turrets to malfunction'?

Wanderer

2008-04-22 16:07

developer   ~0009237

Last edited: 2008-04-22 19:50

I wrote that... Probably should get fixed it now that IIRC taylor fixed that. By malfunction i was referring to the fact that all turrets kept shooting along their firing point normals. With multipart turrets this is not problematic, and sometimes even preferable as it forces the turrets to shoot along their barrels and not for example 90 degree angle to the barrel. However with SP turrets which didn't rotate this caused them to fire wildly where ever their firepoint normal (eg. the 'barrel') happened to point at (that is 'malfunctioning' as 'missing the target').

Explained in some manner here http://scp.indiegames.us/mantis/view.php?id=591 though the situation has probably changed since...

Backslash

2008-04-30 12:31

developer   ~0009279

Thanks for clearing that up, Wanderer.

This is turning into a feature request instead of a bug fix :-P But it's one I would like to get implemented, because it will dovetail nicely with a couple other features I have in mind. However I'm a bit busy with HUD stuff this month, so if someone else has time and feels like doing it, go right ahead.

Wanderer

2008-05-22 05:48

developer   ~0009344

Hmm.. Standard swarm primaries work quite nicely when fired from turrets - apart from the build-in limitations... So it only affects fighter weapon bank mounted primary weapons.

The_E

2012-12-07 14:55

administrator   ~0014347

Unassigning this as well.

The_E

2012-12-08 20:11

administrator   ~0014360

...And closing it, because swarm on primaries? Who uses that? FOR WHAT PURPOSE?

Issue History

Date Modified Username Field Change
2008-04-03 04:29 Galemp New Issue
2008-04-08 11:14 asyikarea51 Note Added: 0009203
2008-04-08 14:52 Galemp Note Added: 0009204
2008-04-09 00:10 Backslash Note Added: 0009209
2008-04-09 00:11 Backslash Status new => assigned
2008-04-09 00:11 Backslash Assigned To => Backslash
2008-04-09 00:20 Galemp Note Added: 0009210
2008-04-09 23:56 Backslash Note Added: 0009211
2008-04-22 16:07 Wanderer Note Added: 0009237
2008-04-22 16:09 Wanderer Note Edited: 0009237
2008-04-22 19:50 Wanderer Note Edited: 0009237
2008-04-30 12:31 Backslash Note Added: 0009279
2008-05-22 05:48 Wanderer Note Added: 0009344
2012-12-07 14:55 The_E Note Added: 0014347
2012-12-07 14:55 The_E Assigned To Backslash =>
2012-12-07 14:55 The_E Status assigned => new
2012-12-08 20:11 The_E Note Added: 0014360
2012-12-08 20:11 The_E Status new => closed
2012-12-08 20:11 The_E Assigned To => The_E
2012-12-08 20:11 The_E Resolution open => won't fix