View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002113 | FSSCP | gameplay | public | 2010-02-02 22:53 | 2010-05-28 05:47 |
| Reporter | ChronoReverse | Assigned To | Wanderer | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 3.6.11 | ||||
| Summary | 0002113: Turning off the HUD using SEXPs breaks auto-aim | ||||
| Description | Auto-aim (ships.tbl) continues to work if the HUD is turned off using shift+o. However, if a SEXP is used ("hud-disable-except-messages 1" or "hud-disable 1"), auto-aim no longer functions. | ||||
| Additional Information | If "hud-disable 1" is used and and shift+o is used to turn the HUD back on, auto-aim will work even if shift+o is used to turn off the HUD again. | ||||
| Tags | No tags attached. | ||||
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Get me a sample ships table or .tbm (using only retail ships and weapons!) and mission for this and I'll look into it. This is rather strange as both methods simple set the same variable. The SEXP calls hud_set_draw() from hud.cpp. The keypress plays a sound and then calls hud_toggle_draw() void hud_toggle_draw() { HUD_draw = !HUD_draw; } // Goober5000 void hud_set_draw(int draw) { HUD_draw = draw; } Both are merely different ways to set the same variable and since that is ALL that both functions do I'm somewhat at a loss to explain how you could possibly be getting different results. |
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2010-02-08 19:44
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I've uploaded the appropriate files to demonstrate this bug. When the mission starts, target the hostile immediately and the HUD will be turned off using the SEXP. Firing the main weapon will not auto-aim. Interestingly enough, if you wait until until you're within primary range and then disable the HUD using the SEXP, the auto-aim will work. With further testing, it seems this is triggered both with shift+o and the SEXP. The real problem seems to be that the auto-aim will only work with the HUD off if the HUD was disabled while inside primary range (with the object targeted so that the lead indicator has shown up). |
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Does the autoaim require range check? That is it ATM checks if game is allowed to draw lead indicator or not (mostly range based check) before it allows autoaim to function. But this can be changed to work regardless of the lead indicator status. |
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Please check post r5999 builds |
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Assumed fixed. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2010-02-02 22:53 | ChronoReverse | New Issue | |
| 2010-02-06 10:44 | karajorma | Note Added: 0011618 | |
| 2010-02-08 19:44 | ChronoReverse | File Added: autoaim bug.zip | |
| 2010-02-08 19:47 | ChronoReverse | Note Added: 0011620 | |
| 2010-02-08 19:48 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:49 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:49 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:51 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:51 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:51 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:53 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:54 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:55 | ChronoReverse | Note Edited: 0011620 | |
| 2010-02-08 19:56 | ChronoReverse | Note Edited: 0011620 | |
| 2010-03-07 15:22 | Wanderer | Note Added: 0011755 | |
| 2010-03-07 15:22 | Wanderer | Note Edited: 0011755 | |
| 2010-03-08 14:39 | Wanderer | Status | new => assigned |
| 2010-03-08 14:39 | Wanderer | Assigned To | => Wanderer |
| 2010-03-08 15:21 | Wanderer | Note Added: 0011756 | |
| 2010-03-08 15:21 | Wanderer | Status | assigned => feedback |
| 2010-05-28 05:47 | Wanderer | Note Added: 0012010 | |
| 2010-05-28 05:47 | Wanderer | Status | feedback => resolved |
| 2010-05-28 05:47 | Wanderer | Resolution | open => fixed |