View Issue Details

IDProjectCategoryView StatusLast Update
0000700FSSCPgameplaypublic2006-01-19 04:10
Reporterthesource2 Assigned Tophreak  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000700: Turret destroyed submodel is not restored after repair
DescriptionIf turret is destroyed and then repair-subsystem (or set-subsystem-strngth) is called for it, it begins to function again but displays the destroyed submodel
TagsNo tags attached.

Activities

phreak

2006-01-13 23:34

developer   ~0004254

Its been like this since retail. There are a few options to fixing this

1) Automatically do this no matter what
2) Have a mission flag toggle this behavior
3) Create another sexp to change the destroyed state of a submodel.
4) Something any FRED gurus think of.

Goober5000

2006-01-14 04:32

administrator   ~0004261

Last edited: 2006-01-14 04:32

I vote for 1). If you repair a turret, it fires just like before. IMO the model should match the behavior.

edited on: 01-13-06 23:32

thesource2

2006-01-14 07:48

reporter   ~0004266

Well, will this be fixed?

Goober5000

2006-01-14 08:16

administrator   ~0004267

I would prefer that, yes. But be patient... we need to have our discussion first. :p

karajorma

2006-01-16 20:01

administrator   ~0004318

I'd go with a second SEXP. Whether you want the destroyed model back or not is going to be very dependant on how the ship was modelled, which sort of rules out a mission flag if you're going to be using it on several ships. There are some ships where the repair looks fine but there are others which involve a 50m turret suddenly appearing out of nowhere and that's always going to look bad.

Seeing as how we're only ever going to see this happen when a FREDder has decided to repair a subsystem that was previously destroyed this is a situation that is only going to arise by the choice of the mission designer so I say give him the choice in what the turret does too.

phreak

2006-01-16 20:21

developer   ~0004319

Last edited: 2006-01-16 20:22

I just thought of another idea. We could add an optional parameter to repair-subsystem and/or set-subsystem-strength to change the destroyed state of a submodel

eg

-repair-subsystem
--GTD Bastion
--Turret01a
--100
--[true] (this parameter is will repair the submodel if true and is optional, so it won't interfere with previous uses. Defaults to false)

edited on: 01-16-06 15:22

Goober5000

2006-01-16 23:12

administrator   ~0004330

Phreak's suggestion would be my second choice. But honestly, how often would we *not* want the subsystem reappearing if it was repaired?

Consider a problem I had with one of my early FS1 missions. I wanted to make sure the rotating solar panel would stay operational, and I got incredibly frustrated when the submodel refused to reappear despite its hull strength remaining positive.

WMCoolmon

2006-01-17 17:21

developer   ~0004351

For once I'm with Goober on a backwards compatibility issue. Make it default to show the submodel again, but make the SEXP mod just in case. Having the subsystem appear looks like a game limitation, having it fire while looking destroyed looks like a bug.

phreak

2006-01-18 00:36

developer   ~0004361

i think all you need to add is this little snippet of code at the end of sexp_repair_subsystem() and sexp_set_subsystem_strength(). Also it seems if you use sabotage-subsystem, the submodel won't blow off. Need to look through the code there.

if (ss->current_hits > 0)
{
    ss->submodel_info_1.blown_off = 0;
    ss->submodel_info_2.blown_off = 0;
}

phreak

2006-01-19 00:58

developer   ~0004390

My fix works, we just want to decide how to trigger that fix.

karajorma

2006-01-19 01:11

administrator   ~0004391

I say go with phreak's suggestion of editing the repair-subsystem SEXP but default to making the undamaged turret reappear.

I do like the idea of having engines buckle when destroyed but allowing a ship to limp out with them looking less than brand spanking new.

Goober5000

2006-01-19 01:22

administrator   ~0004392

"I say go with phreak's suggestion of editing the repair-subsystem SEXP but default to making the undamaged turret reappear."

Works for me.

phreak

2006-01-19 02:14

developer   ~0004394

k i'll get it done.

phreak

2006-01-19 04:10

developer   ~0004399

fixxxed

Issue History

Date Modified Username Field Change
2006-01-10 19:08 thesource2 New Issue
2006-01-13 23:34 phreak Note Added: 0004254
2006-01-13 23:34 phreak Summary Turret normal view is not restored after repair => Turret destroyed submodel is not restored after repair
2006-01-13 23:34 phreak Description Updated
2006-01-14 04:32 Goober5000 Note Added: 0004261
2006-01-14 04:32 Goober5000 Note Edited: 0004261
2006-01-14 07:48 thesource2 Note Added: 0004266
2006-01-14 08:16 Goober5000 Note Added: 0004267
2006-01-16 20:01 karajorma Note Added: 0004318
2006-01-16 20:21 phreak Note Added: 0004319
2006-01-16 20:22 phreak Note Edited: 0004319
2006-01-16 23:12 Goober5000 Note Added: 0004330
2006-01-17 17:21 WMCoolmon Note Added: 0004351
2006-01-18 00:36 phreak Note Added: 0004361
2006-01-19 00:58 phreak Note Added: 0004390
2006-01-19 00:58 phreak Status new => assigned
2006-01-19 00:58 phreak Assigned To => phreak
2006-01-19 00:59 phreak Category graphics => gameplay
2006-01-19 01:11 karajorma Note Added: 0004391
2006-01-19 01:22 Goober5000 Note Added: 0004392
2006-01-19 02:14 phreak Note Added: 0004394
2006-01-19 04:10 phreak Status assigned => resolved
2006-01-19 04:10 phreak Resolution open => fixed
2006-01-19 04:10 phreak Note Added: 0004399