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IDProjectCategoryView StatusLast Update
0001591FSSCPgameplaypublic2008-02-10 23:04
ReporterBackslash Assigned To 
PrioritynormalSeveritymajorReproducibilityalways
Status closedResolutionno change required 
Summary0001591: Changing $Starting wing names: causes loadout bug
DescriptionThese lines:
$Starting wing names: ( "Able" "Baker" "Charlie" )
$Squadron wing names: ( "Able" "Baker" "Charlie" "Dog" "Easy" )

seem to cause a bug. Basically, any AI ship in the wings named won't fire secondaries at hostiles.
From behavior it resembles a loadout bug we had in the past? Something like the loadout was getting set improperly? I don't remember the details.
Additional InformationTriggering a change-ship-class sexp (to the same type) will reset the ship's loadout and it starts working again.

Well! This took a while to find the cause. For a long time we thought it was the autopilot's fault.
TagsNo tags attached.

Activities

KeldorKatarn

2008-02-04 12:00

reporter   ~0008844

From what I can see from testing is that any ship in any of those wings are buggy, even if the default list is used and not changed.

Tolwyn

2008-02-04 13:57

reporter   ~0008845

Including Alpha? I am under the impression that Alpha wing is firing secondaries.

Backslash

2008-02-05 12:06

developer   ~0008846

As far as I can tell, no. Not counting the player of course :-P That's probably why this problem was overlooked for so long.

karajorma

2008-02-05 12:29

administrator   ~0008847

This is in 3.6.9 not HEAD?

Tolwyn

2008-02-05 14:13

reporter   ~0008848

stable branch

Goober5000

2008-02-10 09:01

administrator   ~0008856

Last edited: 2008-02-10 09:03

Holy crap. This has absolutely, positively, *NOTHING* to do with how the wings are named. It's an AI bug, *NOT* a parsing bug. You guys need to report *WHAT* the problem is instead of trying to think of the solution yourself.

Now then. This smells like the ancient and well-known bomber+ bug. For some reason, the AI will not fire any weapons that have the bomber+ flag, like the Trebuchet in retail FS2. The solution is to add the "smart secondary weapon selection" flag in ai_profiles.tbl. You might also want to add the "smart primary weapon selection" flag for consistency.

If the weapon has the "huge" flag instead, the solution is a little simpler. Just trigger the good-secondary-time sexp.

KeldorKatarn

2008-02-10 19:54

reporter   ~0008859

Last edited: 2008-02-10 20:18

Then why do they shoot the weapons if the wing is named differently.

OK, just rechecked.. you want to know what's wrong, right? Read the first post.

If Longbows are in the primary wing list, they don't shoot torpedoes, if they are not, the DO shoot torpedoes. Changing mission AI flags doesn't change a thing. Smart secondary selection changes absolutely nothing.

Goober5000

2008-02-10 20:42

administrator   ~0008860

I posted in the thread in the internal. I need the mission and the VP files so I can take a look.

KeldorKatarn

2008-02-10 22:23

reporter   ~0008861

Forget about it Goober and close the issue. Saga internal problem, no bug.

Goober5000

2008-02-10 23:04

administrator   ~0008862

K, closing.

Issue History

Date Modified Username Field Change
2008-02-04 11:54 Backslash New Issue
2008-02-04 12:00 KeldorKatarn Note Added: 0008844
2008-02-04 12:05 Backslash Severity minor => major
2008-02-04 13:57 Tolwyn Note Added: 0008845
2008-02-05 12:06 Backslash Note Added: 0008846
2008-02-05 12:29 karajorma Note Added: 0008847
2008-02-05 14:13 Tolwyn Note Added: 0008848
2008-02-10 09:01 Goober5000 Note Added: 0008856
2008-02-10 09:03 Goober5000 Note Edited: 0008856
2008-02-10 09:03 Goober5000 Note Edited: 0008856
2008-02-10 19:54 KeldorKatarn Note Added: 0008859
2008-02-10 20:18 KeldorKatarn Note Edited: 0008859
2008-02-10 20:42 Goober5000 Note Added: 0008860
2008-02-10 22:23 KeldorKatarn Note Added: 0008861
2008-02-10 23:04 Goober5000 Note Added: 0008862
2008-02-10 23:04 Goober5000 Status new => closed
2008-02-10 23:04 Goober5000 Resolution open => no change required