View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002454 | FSSCP | gameplay | public | 2011-06-11 18:17 | 2011-06-11 22:45 |
| Reporter | The_E | Assigned To | The_E | ||
| Priority | low | Severity | block | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 3.6.13 | ||||
| Fixed in Version | 3.6.13 | ||||
| Summary | 0002454: Weapon damage not applied correctly for AI or player | ||||
| Description | Following discussion found here: http://www.hard-light.net/forums/index.php?topic=76608.0 It seems that the player and the AI operate on different rules regarding the damage they are able to do. Test mission is attached, showing the issue. | ||||
| Tags | No tags attached. | ||||
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2011-06-11 18:17
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2011-06-11 18:52
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weapondamage.patch (1,530 bytes)
Index: code/ai/ai_profiles.cpp
===================================================================
--- code/ai/ai_profiles.cpp (revision 7237)
+++ code/ai/ai_profiles.cpp (working copy)
@@ -428,6 +428,8 @@
set_flag(profile, "$allow beams to damage bombs:", AIPF2_BEAMS_DAMAGE_WEAPONS, AIP_FLAG2);
+ set_flag(profile, "$use damage scaling for ai weapons:", AIPF2_AI_WEAPON_SCALE_FIX, AIP_FLAG2);
+
profile->ai_path_mode = AI_PATH_MODE_NORMAL;
if(optional_string("$ai path mode:"))
{
Index: code/ai/ai_profiles.h
===================================================================
--- code/ai/ai_profiles.h (revision 7237)
+++ code/ai/ai_profiles.h (working copy)
@@ -60,6 +60,7 @@
#define AIPF2_AI_AIMS_FROM_SHIP_CENTER (1 << 6)
#define AIPF2_ALLOW_PRIMARY_LINK_DELAY (1 << 7)
#define AIPF2_BEAMS_DAMAGE_WEAPONS (1 << 8)
+#define AIPF2_AI_WEAPON_SCALE_FIX (1 << 9)
// AI Path types
#define AI_PATH_MODE_NORMAL 0
Index: code/weapon/weapons.cpp
===================================================================
--- code/weapon/weapons.cpp (revision 7237)
+++ code/weapon/weapons.cpp (working copy)
@@ -6771,7 +6771,7 @@
if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){
// if the player is firing it
- if ( from_player ) {
+ if ( from_player || The_mission.ai_profile->flags2 & AIPF2_AI_WEAPON_SCALE_FIX) {
// if it's a laser weapon
if(wip->subtype == WP_LASER){
total_scale *= 0.01f;
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Okay, after a bit of digging, this is confirmed as a retail "feature". However, since I find this "feature" to be more of a "bug", I propose the addition of an AI Profiles flag to better control this behaviour. Patch attached. |
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After discussion with Sushi, I added a new AI Profiles option in 7238 |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2011-06-11 18:17 | The_E | New Issue | |
| 2011-06-11 18:17 | The_E | File Added: weapontest.fs2 | |
| 2011-06-11 18:52 | The_E | File Added: weapondamage.patch | |
| 2011-06-11 18:52 | The_E | Note Added: 0012710 | |
| 2011-06-11 18:52 | The_E | Priority | high => low |
| 2011-06-11 18:52 | The_E | Status | new => acknowledged |
| 2011-06-11 22:45 | The_E | Note Added: 0012711 | |
| 2011-06-11 22:45 | The_E | Status | acknowledged => resolved |
| 2011-06-11 22:45 | The_E | Fixed in Version | => 3.6.13 |
| 2011-06-11 22:45 | The_E | Resolution | open => fixed |
| 2011-06-11 22:45 | The_E | Assigned To | => The_E |