|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002715||FSSCP||gameplay||public||2012-09-22 15:35||2016-03-23 06:02|
|Platform||OS||Windows 7||OS Version|
|Target Version||3.8||Fixed in Version|
|Summary||0002715: Weapons are always loaded on top banks when some banks are empty|
|Description||If some banks are left empty on the loadout screen, whatever weapons were selected in the other banks will be shifted toward the top banks.|
For example if on the loadout screen you have :
Bank 1: empty
Bank 2: weapon 1
Bank 3: weapon 2
In mission you will have
Bank 1: weapon 1
Bank 2: weapon 2
Bank 3: empty
This is potentially heavily balance-breaking as it can alow a player to entirely bypass per-bank weapon restrictions, like for example loading an Archer on the hexa bank of an Uriel instead of the single underslung bank.
Confirmed with both primary and secondary banks.
|Steps To Reproduce||Load a mission with ships that have at least two banks.|
Put weapons only in bottom bank(s).
Watch in external mode what bank is actually firing when you fire.
|Tags||No tags attached.|
|Also confirmed with both 2-bank and 3-bank configurations. Tested on latest trunk, but it very much sounds like it is a retail-era bug.|
Last edited: 2012-11-16 03:47
This is going to be... interesting. The observed behaviour is "as designed". i.e. the loadout code removes any missing weapon entries & moves the weapons in the banks 2+ towards bank 1. This is done because there's an assumption in many places (e.g. firing primaries, switching secondaries, drawing the HUD, probably other places as well) that the ship weapon array starts at zero, there are no gaps/empty banks, and the number of full banks is the number of banks on the ship.
Since this will need a fair bit of refactoring to fix, I think it should be deferred until 3.7.2. It might be an opportunity to refactor all the loadout code at the same time.
edit: also discussed on the IRC whether a possible fix could be preventing the loadout screen from exiting if there were any gaps in the banks. However, this would prevent FREDers from deliberately leaving banks empty if they wished to in their missions.
Perhaps a decent work around until then is to create a 'dummy' weapon called Empty and doesn't fire?
Of course the player would have to know to specifically choose to place it where needed...
I was thinking about this last night for some strange reason. What about adding a int primary_bank_flags[MAX_SHIP_PRIMARY_BANKS] and secondary_bank_flags[MAX_SHIP_SECONDARY_BANKS] to the ship_weapon struct. Then a flag such as "unloaded" could be added and checked to leave that weapon there but make it not usable. Additional flags could be added such as "no-rearm" that would prevent reloading of a particular weapon by support and "no-hud" that would work with "unloaded" to not display the weapon on the hud.
These could be set in ships table and altered in FRED. This would also provide a way to fix 0002355 as well as allow for other future features.
|I could see myself even using a system like that. It's basically a feature request then, though.. so perhaps this (already is) and 2355 should be re-targeted for 3.7.2.|
|Thanks for the suggestion, that's more flexible than what I had been thinking of which would have only dealt with the equivalent of the "unloaded" flag.|
|2012-09-22 15:35||MatthTheGeek||New Issue|
|2012-09-22 15:55||MatthTheGeek||Note Added: 0013969|
|2012-10-25 04:54||niffiwan||Assigned To||=> niffiwan|
|2012-10-25 04:54||niffiwan||Status||new => assigned|
|2012-11-16 03:38||niffiwan||Note Added: 0014042|
|2012-11-16 03:39||niffiwan||Target Version||=> 3.7.2|
|2012-11-16 03:47||niffiwan||Note Edited: 0014042||View Revisions|
|2012-11-16 09:03||MjnMixael||Note Added: 0014043|
|2012-12-12 14:45||FUBAR-BDHR||Note Added: 0014429|
|2012-12-12 14:52||MjnMixael||Note Added: 0014430|
|2012-12-12 16:17||niffiwan||Note Added: 0014431|
|2012-12-12 22:19||Goober5000||Relationship added||parent of 0002355|
|2014-08-20 06:04||niffiwan||Target Version||3.7.2 => 3.7.4|
|2016-03-23 06:02||MageKing17||Note Added: 0016814|
|2016-03-23 06:02||MageKing17||Target Version||3.7.4 => 3.8|