|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0001871||FSSCP||multiplayer||public||2009-01-14 19:24||2020-11-01 11:03|
|Target Version||Fixed in Version|
|Summary||0001871: Ships with reduced secondary loadout cause a few problems|
|Description||Vidmaster attempted to assign 1 secondary to each player ship in a mission. He couldn't quite get it working so I took a look at it. The first problem is that even with each ship set for 1 secondary the player is assigned a full loadout leaving none for the last couple of player AI ships. |
I was able to get around that problem by locking the loadout in the ship editor. This gave each ship one as it was supposed to but did not lock the loadouts so I was able to move the weapons from the player AI to myself. Not a bad thing except there is no way to move only one back and you are stuck with the ships without secondaries message and have to escape out of the game.
I was able to get around that by making the mission a scramble mission. Seems to work and you even respawn with the single secondary.
One other trivial thing is instead of 6 secondaries (6 player mission) 7 are written to the .fs2 file. Easily fixed with notepad but no idea why it happens.
|Additional Information||3.6.10 r5032. |
Please assign to Kara he already knows about it.
|Tags||No tags attached.|
There is now an ai_profiles option to get rid of that secondaries requirement, I've tested it and it seems to work. Not a fix for this bug but something to keep in mind.
Assigned to Kara as requested :)
|Yes but your forgetting a modified ai_profiles breaks multiplayer validation. Anyway the one secondary per ship wasn't enough so he's coming up with a new version.|
The problem here isn't that there are ships with no secondaries but that players can cheat to remove the secondaries from one ship and add them to their own.
If the loadout of the AI or player ship is locked you shouldn't be able to do that.
Learn something new every day. Apparently the Locked option has never had any effect whatsoever on player ships.
Which basically means the issue with locking isn't a bug. I might fix it as a feature at a later date though. Now what I need to figure out is why locking is changing the number of weapons a ship has. Cause it really shouldn't.
|Marking for investigation in 2021|
|2009-01-14 19:24||FUBAR-BDHR||New Issue|
|2009-01-14 22:39||chief1983||Note Added: 0010529|
|2009-01-14 22:39||chief1983||Assigned To||=> karajorma|
|2009-01-14 22:39||chief1983||Status||new => assigned|
|2009-01-14 23:20||FUBAR-BDHR||Note Added: 0010531|
|2009-01-15 04:01||karajorma||Note Added: 0010532|
|2009-03-16 16:39||karajorma||Note Added: 0010744|
|2020-11-01 11:03||FSCyborg||Note Added: 0017039|