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IDProjectCategoryView StatusLast Update
0002113FSSCPgameplaypublic2010-05-28 05:47
ReporterChronoReverse Assigned ToWanderer  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version3.6.11 
Summary0002113: Turning off the HUD using SEXPs breaks auto-aim
DescriptionAuto-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 InformationIf "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.
TagsNo tags attached.

Activities

karajorma

2010-02-06 10:44

administrator   ~0011618

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.

2010-02-08 19:44

 

autoaim bug.zip (4,999 bytes)

ChronoReverse

2010-02-08 19:47

reporter   ~0011620

Last edited: 2010-02-08 19:56

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).

Wanderer

2010-03-07 15:22

developer   ~0011755

Last edited: 2010-03-07 15:22

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.

Wanderer

2010-03-08 15:21

developer   ~0011756

Please check post r5999 builds

Wanderer

2010-05-28 05:47

developer   ~0012010

Assumed fixed.

Issue History

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