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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002471 | Spring engine | General | public | 2011-06-13 05:54 | 2011-07-03 12:40 | ||||
Reporter | KingRaptor | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 0.82.7+git | ||||||||
Target Version | Fixed in Version | 0.82.7+git | |||||||
Summary | 0002471: Dgun command with unit target uses weapon1 range rather than dgun range | ||||||||
Description | When Unit A has a dgun range > weapon 1 range and receives a dgun order on Unit B, Unit A will walk into weapon 1 range before firing. When Unit A receives a dgun order on the ground, it uses dgun range correctly. | ||||||||
Additional Information | Tested in ZK with the unit "test_c4_lightning". | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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KingRaptor (reporter) 2011-07-01 15:49 |
Problem persists in 0.82.3-2384-g0387e6a |
Kloot (developer) 2011-07-02 22:07 |
unit: test_c4_lightning weapon 0 (name test_c4_lightning_fakelaser): type BeamLaser weapon 1 (name noweapon): type Cannon weapon 2 (name test_c4_lightning_commweapon_sunburst): type Cannon weapon 3 (name noweapon) has type Cannon weapon 4 (name test_c4_lightning_commweapon_lightninggun): type LightningCannon None of these is an actual DGunWeapon, so you should take a look at your modular-commander generator first. |
KingRaptor (reporter) 2011-07-03 05:38 |
I am of the view that a weapon3 with commandFire = true on a unit with canDgun = true (i.e. controlled by the DGun command) should not behave differently in this regard simply on the basis of its weaponType. (That is unless you think I should not be using the engine DGun command for arbitrary, manually activated weapons and that I should devise a Lua solution instead) |
Kloot (developer) 2011-07-03 12:39 |
I am undecided about this actually. On the hand, the whole dgun concept (as a one-shot-kill-everything weapon) does not belong in the engine anymore. On the other, it's useful to support manually activated (which the TA-style dgun happens to be) weapons in some way. Unfortunately that support right now comes in the form of the UnitDef tag "canDGun" and a very specialized CMD_DGUN command, so combining those with arbitrary weapons instead of a "real" dgun has an asymmetry to it. However, ultimately it makes more sense to not expect all manualfire weapons to be DGunWeapon's, so I've now lifted that restriction (04031f25876ae4ba28479a77077383387bbb64d5). |
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Date Modified | Username | Field | Change |
---|---|---|---|
2011-06-13 05:54 | KingRaptor | New Issue | |
2011-06-13 05:54 | KingRaptor | Graphics Card | => unknown |
2011-06-20 11:16 | Kloot | Status | new => resolved |
2011-06-20 11:16 | Kloot | Fixed in Version | => 0.82.7+git |
2011-06-20 11:16 | Kloot | Resolution | open => fixed |
2011-06-20 11:16 | Kloot | Assigned To | => Kloot |
2011-07-01 15:49 | KingRaptor | Note Added: 0006836 | |
2011-07-01 15:49 | KingRaptor | Status | resolved => assigned |
2011-07-01 15:49 | KingRaptor | Resolution | fixed => reopened |
2011-07-02 22:07 | Kloot | Note Added: 0006865 | |
2011-07-02 22:08 | Kloot | Status | assigned => closed |
2011-07-02 22:08 | Kloot | Resolution | reopened => fixed |
2011-07-03 05:38 | KingRaptor | Note Added: 0006868 | |
2011-07-03 05:38 | KingRaptor | Status | closed => assigned |
2011-07-03 05:38 | KingRaptor | Resolution | fixed => reopened |
2011-07-03 12:39 | Kloot | Note Added: 0006871 | |
2011-07-03 12:40 | Kloot | Status | assigned => resolved |
2011-07-03 12:40 | Kloot | Resolution | reopened => fixed |