View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0001643 | FSSCP | tables | public | 2008-03-28 22:33 | 2008-11-17 17:51 |
| Reporter | Galemp | Assigned To | Backslash | ||
| Priority | high | Severity | major | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 3.6.9 | ||||
| Summary | 0001643: Weapons incorrectly combine $Shots and "cycle" flags | ||||
| Description | On any weapons.tbl entry, if both the "cycle" flag is set and $Shots: is specified, the weapon behaves very oddly. The weapon fires at increased speed and cycles between the model-specified firepoints and the model origin. | ||||
| Additional Information | Desired effect on a four firepoint gun bank: Normal firing: ABCD ABCD ABCD Cycling: A B C D A B C D Shots 2: AABBCCDD AABBCCDD Cycling and Shots 2: AB CD AB CD AB CD | ||||
| Tags | No tags attached. | ||||
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i reported this one a long long time ago but i think we were still using bugzilla back then. i was experimenting with some advanced firing patterns for an old nukemod release. using combinations of firing points and various values of cycle and shots. someone, i forget who, had claimed that they had fixed it, but it was still giving me some problems and so i decided to stop using the effect. i was using 21 firing points with 3 at a time firing (this was on the charlatan with a fighter beam weapon). it fired properly for the first cycle and mysteriously a beam would fire from the center of the ship and break up the pattern i had desired. the rate increase was added because at the time it was though that since the guns were firing one at a time, they would fire at a rate proportional to the number of gunpoints in the bank, so that each individual point would have the same cool down period. this had the confusing effect of making it so the value put into the table was the time the whole cycle took, and not the actuall time between firings. |
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Nuke is right about the increased fire rate. Fortunately this works in your favor -- a cycle of four fire points fire just as quickly in total as four fire points linked ;-) As for the other problem, working on this. It's obviously going 'off the end' of an array or something, but so far all the places that looked like potential culprits have behaved just fine. This is going to take some thinking through. Cycle works just fine, so does shots, but combined they are more complicated. Anyone have a model with a LOT of fire points? Not really for testing this bug, but for some new code... though I guess I could use it here too ;-) |
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just use the charlatan from nukemod. its there and should have its 21 point bank, though i dont think i have the beam weapon it was supposed to use anymore. fire 3 at a time and it should have an awesome rotating effect. |
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Hrmm. Nukemod keeps crashing. Does it need an Inferno build? I think I fixed the problem, but I need to do some more testing. Question: what is $Shots desired to actually do if cycle is not set? As it is, I think it's firing that many shots but simultaneously, so the shots are on top of each other and it's hard to tell how many there are. |
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Correct, Backslash. The main purpose of it is to have a scatter or shotgun effect if $FOV: is specified. |
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Ahhh. That makes more sense now. Thanks. Ok, it's mostly working. One last tiny issue where it only moves forward one 'slot' each cycle, so with cycling and shots 2 it's firing AB BC CD DA etc. Hope I can track that down this evening, and then I can commit. Just extracted the Charlatan and tried it out. That's a very sweet setup, Nuke! I'm glad I can help getting it to look proper. |
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Ever finish this Backslash? |
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Hmm... that was the month my life went to Hezmana. I think I committed part of it a while ago... but I'll take a look at it again tomorrow. |
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If anyone is still around, could you test this build: http://files.fringespace.org/bs/fs2_open_3_6_10r.exe to see if everything shots / cycle related works now? |
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I'll take a look at it tonight, thanks. EDIT: Beautiful! Just beautiful! The Star Wars TC will LOVE you for this. It's SO COOL. Be advised, for balance you will want to multiply the firewait by the number of shots. So if you have a weapon with a firewait of 0.35 that you want to behave the same on a two-gun slot, but double cycle on a four-gun slot, you need to up the firewait to 0.7 since it's firing twice as many shots. |
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Galemp, are you saying that needs to be done in the code or is that something controllable in the table? |
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No, that's a table edit that needs to be done for anyone who wants to use it. Here's a TBM that adjusts the Subach, if anyone else wants to test. |
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The only problem I see now, is that we're going to start needing things similar to what SoL is needing, some method of remapping buttons before the new pilot code is available, so the linking can be modified in flight. However, that's unrelated to this bug. I'm going to go ahead and close it then. |
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I was worried about this when I saw the commit, but please check that what is described in this HLP forum post isn't a code problem: http://www.hard-light.net/forums/index.php/topic,57214.0.html |
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Yeah, sorry about that. Fixed. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2008-03-28 22:33 | Galemp | New Issue | |
| 2008-03-30 08:02 | Backslash | Status | new => assigned |
| 2008-03-30 08:02 | Backslash | Assigned To | => Backslash |
| 2008-03-30 12:56 | Nuke | Note Added: 0009076 | |
| 2008-03-30 12:59 | Nuke | Note Edited: 0009076 | |
| 2008-03-30 13:00 | Nuke | Note Edited: 0009076 | |
| 2008-03-30 14:12 | Backslash | Note Added: 0009077 | |
| 2008-03-31 05:51 | Nuke | Note Added: 0009096 | |
| 2008-03-31 05:56 | Nuke | Note Edited: 0009096 | |
| 2008-03-31 20:47 | Backslash | Note Added: 0009115 | |
| 2008-03-31 21:28 | Galemp | Note Added: 0009116 | |
| 2008-03-31 23:03 | Backslash | Note Added: 0009120 | |
| 2008-10-09 03:43 | chief1983 | Note Added: 0009877 | |
| 2008-10-09 06:27 | Backslash | Note Added: 0009887 | |
| 2008-10-13 05:24 | Backslash | Note Added: 0009946 | |
| 2008-10-13 05:27 | chief1983 | Priority | normal => high |
| 2008-10-13 05:27 | chief1983 | Status | assigned => feedback |
| 2008-10-13 12:51 | Galemp | Note Added: 0009952 | |
| 2008-10-14 03:33 | Galemp | Note Edited: 0009952 | |
| 2008-10-14 15:30 | chief1983 | Note Added: 0009973 | |
| 2008-10-14 17:00 | Galemp | Note Added: 0009975 | |
| 2008-10-14 19:53 | chief1983 | Note Added: 0009980 | |
| 2008-10-14 19:53 | chief1983 | Status | feedback => resolved |
| 2008-10-14 19:53 | chief1983 | Resolution | open => fixed |
| 2008-10-16 17:14 | taylor | Status | resolved => feedback |
| 2008-10-16 17:14 | taylor | Resolution | fixed => reopened |
| 2008-10-16 17:14 | taylor | Note Added: 0010008 | |
| 2008-10-17 10:15 | Backslash | Note Added: 0010029 | |
| 2008-11-17 17:51 | Backslash | Status | feedback => resolved |
| 2008-11-17 17:51 | Backslash | Resolution | reopened => fixed |