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IDProjectCategoryView StatusLast Update
0001009FSSCPFREDpublic2006-08-09 17:09
Reporterstarman01 Assigned Tokarajorma  
PrioritynormalSeveritytrivialReproducibilityalways
Status resolvedResolutionfixed 
Summary0001009: Change-ship class forces wrong secondary ammo
DescriptionThis is a very minor bug, since I can outrun it with an additional SEXP "set secondary ammo".

Problem : If you use "change-ship-class" on the player ship, his secondary ammo will be set wrong accordingly to the ship.tbl. Example : Usually an Arrow has 2x4 missiles. After I make the change-ship-class, it has 2x40.
TagsNo tags attached.

Activities

karajorma

2006-07-23 16:50

administrator   ~0006306

I'll look into it.

Goober5000

2006-07-24 00:12

administrator   ~0006315

I'm actually going to redo that sexp at some point in the future. The way it's done now is really hackish.

If you can put a band-aid on it, that'd help, but it really needs an overhaul. :)

karajorma

2006-07-24 07:10

administrator   ~0006317

Is it the SEXP itself you don't like or the underlying function in ships.cpp?

I've got no problem with changing either. If you give me a vague idea where you want to go with it I'd rather do it myself because I'd like to make sure that the function I introduced to change the ship class before it arrives in mission stays in-line with this one.


As for what to do, patching this for 3.6.9 and adding a proper overhaul to CVS seems like the sensible thing to do.

Goober5000

2006-07-24 13:10

administrator   ~0006319

Well, I'm not sure exactly how I'll change it, but it needs several things accounted for. Right now it resets loadouts, hitpoints, subsystem strength, etc. to default because that's what's required in FRED. But I want to separate it into a FRED routine to change the ship class plus a FS2 routine to copy all the data.

karajorma

2006-07-24 15:29

administrator   ~0006322

FS2 itself uses the function in several places where it doesn't actually care what the default data is as it just bashes in new data from elsewhere so I can see the point in changing it. Why have the code bash in all that data only to have it immediately replaced again by another function.

If you really do want to make the changes yourself, go ahead but keep me notified of anything you change because it would be really stupid to have the Change-Ship-Class sexp show different behaviour depending on whether a ship was already present in the mission or not.

karajorma

2006-08-09 17:09

administrator   ~0006423

Fixed. Turned out to be a simple case of someone forgetting that ammo and capacity are not the same thing.

Issue History

Date Modified Username Field Change
2006-07-23 10:15 starman01 New Issue
2006-07-23 16:50 karajorma Status new => assigned
2006-07-23 16:50 karajorma Assigned To => karajorma
2006-07-23 16:50 karajorma Note Added: 0006306
2006-07-24 00:12 Goober5000 Note Added: 0006315
2006-07-24 07:10 karajorma Note Added: 0006317
2006-07-24 13:10 Goober5000 Note Added: 0006319
2006-07-24 15:29 karajorma Note Added: 0006322
2006-08-09 17:09 karajorma Status assigned => resolved
2006-08-09 17:09 karajorma Resolution open => fixed
2006-08-09 17:09 karajorma Note Added: 0006423