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IDProjectCategoryView StatusLast Update
0001643FSSCPtablespublic2008-11-17 17:51
ReporterGalemp Assigned ToBackslash  
PriorityhighSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.9 
Summary0001643: Weapons incorrectly combine $Shots and "cycle" flags
DescriptionOn 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 InformationDesired 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
TagsNo tags attached.

Activities

Nuke

2008-03-30 12:56

reporter   ~0009076

Last edited: 2008-03-30 13:00

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.

Backslash

2008-03-30 14:12

developer   ~0009077

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 ;-)

Nuke

2008-03-31 05:51

reporter   ~0009096

Last edited: 2008-03-31 05:56

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.

Backslash

2008-03-31 20:47

developer   ~0009115

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.

Galemp

2008-03-31 21:28

reporter   ~0009116

Correct, Backslash. The main purpose of it is to have a scatter or shotgun effect if $FOV: is specified.

Backslash

2008-03-31 23:03

developer   ~0009120

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.

chief1983

2008-10-09 03:43

administrator   ~0009877

Ever finish this Backslash?

Backslash

2008-10-09 06:27

developer   ~0009887

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.

Backslash

2008-10-13 05:24

developer   ~0009946

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?

Galemp

2008-10-13 12:51

reporter   ~0009952

Last edited: 2008-10-14 03:33

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.

chief1983

2008-10-14 15:30

administrator   ~0009973

Galemp, are you saying that needs to be done in the code or is that something controllable in the table?

Galemp

2008-10-14 17:00

reporter   ~0009975

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.

chief1983

2008-10-14 19:53

administrator   ~0009980

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.

taylor

2008-10-16 17:14

administrator   ~0010008

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

Backslash

2008-10-17 10:15

developer   ~0010029

Yeah, sorry about that. Fixed.

Issue History

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