View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002380 | FSSCP | scripting | public | 2011-01-18 21:08 | 2011-01-23 17:11 |
| Reporter | MadProf | Assigned To | The_E | ||
| Priority | normal | Severity | major | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 3.6.13 | ||||
| Summary | 0002380: Setting Ship.TargetSubystem doesn't target subsystem | ||||
| Description | example hv.Player.TargetSubsystem = hv.Player.Target["engine"] no change in targeted subsystem | ||||
| Additional Information | changing the != to == in the line if(aip->target_signature != newh->sig) @line 6320 in file lua.cpp, the subsystem will change | ||||
| Tags | No tags attached. | ||||
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One thing here that may be an issue (note I know nothing about scripting) is the use of engine. Engine is a special case "container" subsystem that includes all engines (engine01a, engine02a, engines, etc) try it with something that isn't like weapons. |
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Tried this script before and after the condition change with a Leviathan targeted $On Key Pressed: [ if hv.Key:lower() == "f10" then if hv.Player.Target:isValid() and hv.Player.Target:getBreedName() == "Ship" then hv.Player.TargetSubsystem = hv.Player.Target[1] end end ] Results Before - no subsystem targeted After - Laser Turret targeted |
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Fixed in revision 6967 |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2011-01-18 21:08 | MadProf | New Issue | |
| 2011-01-18 21:58 | FUBAR-BDHR | Note Added: 0012603 | |
| 2011-01-19 04:47 | MadProf | Note Added: 0012604 | |
| 2011-01-23 17:10 | The_E | Note Added: 0012609 | |
| 2011-01-23 17:11 | The_E | Status | new => resolved |
| 2011-01-23 17:11 | The_E | Resolution | open => fixed |
| 2011-01-23 17:11 | The_E | Assigned To | => The_E |