View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001093 | FSSCP | gameplay | public | 2006-10-06 13:55 | 2012-12-05 22:39 |
| Reporter | IPAndrews | Assigned To | phreak | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | unable to reproduce | ||
| Summary | 0001093: set-turret-weapon doesn't always set-turret-weapon | ||||
| Description | It seems to depend on the weapon. I'm using TBP and trying to change Turret01a on a Battlecrab. ( turret-change-weapon "<argument>" "Turret01a" "SH HeavyAAA" 1 0 ) If I try to change to Shadow HeavyAAA (above) the turret just stops working. While if I try to change to other weapons (Vree Anti-Matter cannon) the turret works correctly. It's not a beam vs pulse thing either. I cannot figure the pattern as to what works and what doesn't. Seems random. | ||||
| Tags | No tags attached. | ||||
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Vree Anti-Matter Cannon isn't such a useful test -- you might test changing to other beam weapon types and see if they work. I just noticed SH HeavyAAA has the "huge" flag set. I could be wrong here but I seem to recall this means it doesn't fire at small ships. However, the Wiki only says it does the final 10% damage to a ship with the "Big Damage" flag. Ok, upon looking at the code I found a possible culprit: AiTurret.cpp, function is_target_beam_valid, line 700. Looks to me like it's ignoring any ship that's not BIG or HUGE. Other coders, am I reading this wrong, or is this behavior intended? (If so, I should probably update the Wiki.) |
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It's a beam. Have you beam-freed the turret after changing the weapon? |
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Can I close this one or does it still happen? |
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* BUMP * Is this still an issue? We'll close it in a few days as a non-issue unless told otherwise. |
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bump. final warning ;) |
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I just ran into the same problem with the same ship. Trying to switch it from anything to anything didn't seem to work. The type would change if one was a beam and the other a turret but no firing of the second weapon. I had the beams and turrets locked but am using the fire-beam sexp for the mission which doesn't require the turret or beam be unlocked. I added the beam-free and turret-free and it fires. Problem is I don't want it free I want to control the firing. |
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If someone can come up with a simple test mission in retail then I can take a look at it. |
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I know why this happens. Turret weapons are handled on a per-class basis, not a per-ship basis. In order to handle weapons by ship, a major overhaul of the feature is required, similar to when SIF_STEALTH was changed to SF_STEALTH. So, let's postpone this until after 3.6.10 is out. Although, it would be helpful to add a note in the sexp saying that it doesn't actually work. :) |
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This still an issue? |
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Yeah, 2 years and no feedback is making this a non-issue in my book. Especially since noone could be bothered to build a test case or anything. |
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FUBAR confirmed he was unable to reproduce this on current trunk. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-10-06 13:55 | IPAndrews | New Issue | |
| 2006-10-14 23:37 | Backslash | Note Added: 0006892 | |
| 2006-10-15 15:24 | Goober5000 | Note Added: 0006895 | |
| 2007-11-29 23:47 | karajorma | Note Added: 0008707 | |
| 2008-03-31 08:26 | taylor | Note Added: 0009101 | |
| 2008-05-21 03:49 | phreak | Note Added: 0009339 | |
| 2008-05-29 06:47 | FUBAR-BDHR | Note Added: 0009355 | |
| 2008-10-02 18:10 | phreak | Note Added: 0009771 | |
| 2008-10-02 18:18 | phreak | Status | new => assigned |
| 2008-10-02 18:18 | phreak | Assigned To | => phreak |
| 2008-10-02 18:48 | Goober5000 | Note Added: 0009775 | |
| 2010-12-11 00:20 | The_E | Note Added: 0012537 | |
| 2012-12-05 18:42 | The_E | Note Added: 0014310 | |
| 2012-12-05 18:42 | The_E | Status | assigned => closed |
| 2012-12-05 18:42 | The_E | Resolution | open => unable to reproduce |
| 2012-12-05 22:39 | Goober5000 | Note Added: 0014318 |